```metadata title: Goldfish Archipelago description: >- Goldfish Archipelago is location-based campaign for levels 5-8 with heavy focus on combat. tags: [] systems: - 5e renderer: legacy theme: 5ePHB ``` ```css /*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ .myExampleClass { color: black; } ``` \page ## 1 INFORMATION FOR PLAYERS **All information on chapter 1 is for players. Rest of the document starting from chapter 2 is for dungeon master only!** ## 1.1 General information Guidelines for Goldfish Archipelago campaign: - This campaign is sequel to Clam Island campaign. Clam Island is for levels 1-4. - Campaign uses mechanics of fifth edition of Dungeons & Dragons. - Dungeon master and players need this document, Clam Island and D&D Basic Rules. D&D Basic Rules document is available for free online. - Campaign is designed and written for two players. - Campaign can be played with more than two characters but dungeon master have to rescale combat encounters and quest rewards for more players. - All quest locations are in Goldfish Archipelago. (Location-based campaign) - This questbook contains quests and dungeons for levels 5-8. - Campaign focuses heavily on combat encounters. - Combat encounters are designed and written for two characters. XP thresholds are scaled between "medium" and "hard". - All rewards are scaled for two characters. For example if reward is 10 gold coins it is 5 gold coins per character. - All monster stat blocks for Clam Island and Goldfish Archipelago campaigns can be found from Clam Island document. (Chapter 5) **Copyright stuff:** - Goldfish Archipelago is unofficial Fan Content permitted under the Fan Content Policy. Not approved / endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC. - All texts are written by Terhonator using Homebrewery - Map of Goldfish Archipelago is created by Terhonator using Inkarnate. ``` ``` ### Map legend
1 Hex = 1 Mile
Blue = Water
Yellow = Sand
Green = Jungle (Difficult terrain)
Dark grey = Mountains (Impassable)
Light grey = Town
### Travelling speed, On foot and normal pace - Characters can travel 8 hours per day. - Characters can travel 24 hours per day by land vehicle with hired crew. (Cart pulled by horse for example) - On road, sand or town characters can travel 3 miles per hour. (6 hex per two hours or 24 hex per day) - On jungle characters can travel 1,5 miles per hour. (3 hex per two hours or 12 hex per day) - Characters cant move over mountain hexes. - Characters cant move over water hexes. - Example1: Characters can travel on road 3 miles per hour up to 8 hours per day (6 hex per two hours or 24 hex per day) - Example2: Characters can travel in jungle 1,5 miles per hour up to 8 hours per day (3 hex per two hours or 12 hex per day) ### Travelling speed, On water - Characters can travel 8 hours per day by water vehicle without hired crew. - Characters can travel 24 hours per day by water vehicle with hired crew. - Water vehicle details can be found from chapter 5. - Example1: Characters can travel by rowboat 3 miles per hour up to 8 hours per day (6 hex per two hours or 24 hex per day) - Example2: Characters can travel by ship 3 miles per hour up to 24 hours per day if they have hired crew (6 hex per two hours or 72 hex per day) \page ## 1.2 Preparations Factions have important role in Goldfish Archipelago campaign. ### Step1 - Choose main quest line Players together choose one of the questlines that matches best with characters alignments and motives. (Chapter 1.3)
- Option 1 - Defeat Bonecrushers - Option 2 - Defeat Cursed Club Clan - Option 3 - Defeat Defenders of Justice ### Step2 - Create characters - All level 5 characters (6500 XP) of the group have same goal and at least one reason to fight against the chosen faction. - Players should use all available information on chapter 1 while creating characters. - Characters own a ship together. (Clam Island, Chapter 5) - Each character has two Potion of Healing in addition to other equipment. ### Step3 - Hire crew members - Characters have hired the required crew for one month and that is long enough to finish the chosen main quest line. - Crew members use humanoid stat blocks. (Clam Island, Chapter 5) - Players can modify crew members if they want to. However, the amount of crew members is 6.
**Default crew members of the ship:** Chax (Lizardfolk, female, melee) Dariel (Human, male, ranged) Harriet (Human, female, ranged) Komogar (Half-orc, male, melee) Luka (Human, male, melee) Viru (Human, male, ranged) ### Step4 - Play the game! ``` ``` \page ## 1.3 Main quest Players together choose one of the main quest lines.
### Defeat Bonecrushers (Option 1) Characters have travelled to Goldfish Archipelago to work for Defenders of Justice. Main enemy is Bonecrusher pirates. Recommended for characters who want to fight against pirates.
Each character chooses at least one of these motives or plans a new one with dungeon master. Choices 1-3 describe how lawful or chaotic the character is and choices 4-8 describe how good or evil the character is. For example combination of 1 and 6 is for lawful good character.
| 1d8 | Reason to fight against Bonecrushers | |:----:|:-------------| | 1 | **Order.** It is my duty to participate to this battle. (Lawful) | | 2 | **Reward.** I am in just for the the reward. (Neutral) | | 3 | **Revenge.** I want to revenge. (Chaotic) | 4 | **Community.** I want to help common people. (Good) | | 5 | **Family.** I want to help my family. (Good) | | 6 | **Business.** I want to secure traderoutes because all people benefit from it. (Good) | | 7 | **Greed.** I want to find pirates' treasures. (Neutral) | | 8 | **Violence.** I want to spill some blood. (Evil) |
### Defeat Cursed Club Clan (Option 2) Characters have travelled to Goldfish Archipelago to work for House of Mercenaries. Main enemy is Cursed Club Clan monsters. Recommended for characters who dont want to fight against pirates or be pirates.
Each character chooses at least one of these motives or plans a new one with dungeon master. Choices 1-3 describe how lawful or chaotic the character is and choices 4-8 describe how good or evil the character is. For example combination of 1 and 6 is for lawful neutral character.
| 1d8 | Reason to fight against Cursed Club Clan | |:----:|:-------------| | 1 | **Order.** It is my duty to participate to this battle. (Lawful) | | 2 | **Reward.** I am in just for the the reward. (Neutral) | | 3 | **Revenge.** I want to revenge. (Chaotic) | 4 | **Community.** I want to help common people. (Good) | | 5 | **Family.** I want to help my family. (Good) | 6 | **Business.** These monsters are threat for my business. (Neutral) | | 7 | **Greed.** I am only in for my own benefit. (Neutral) | | 8 | **Violence.** I want to spill some blood. (Evil) |
``` ``` ### Defeat Defenders of Justice (Option 3) Characters have travelled to Goldfish Archipelago to work for Bonecrushers. Main enemy is Defenders of Justice soldiers. Recommended for characters who want to be pirates.
Each character chooses at least one of these motives or plans a new one with dungeon master. Choices 1-3 describe how lawful or chaotic the character is and choices 4-8 describe how good or evil the character is. For example combination of 1 and 6 is for lawful evil character.
| 1d8 | Reason to fight against Defenders of Justice | |:----:|:-------------| | 1 | **Order.** It is my duty to participate to this battle. (Lawful) | | 2 | **Reward.** I work for whoever is paying me most. (Neutral) | 3 | **Revenge.** I want to revenge. (Chaotic) | 4 | **Community.** I am forced to work for Bonecrushers. (Good) | | 5 | **Family.** I want to help my family. (Neutral) | 6 | **Business.** They are after my ill-gotten gains. (Evil) | | 7 | **Greed.** I want to become most rich pirate of Nelanther Isles. (Evil) | | 8 | **Violence.** I want to become most feared pirate of Nelanther Isles. (Evil) |
\page ## 1.4 Information about region Campaign uses Forgotten Realms setting. ### Region related details **Location:** Goldfish Archipelago is located on planet of Toril on continent of Faerun. Goldfish Archipelago is located in east part of Nelanther Isles. Clam Island is located about 60 miles north from Goldfish Archipelago.
**Environment:** Climate of the region is subtropical. Goldfish Archipelago contains total of 17 islands that are at least one mile wide. Largest islands of the region are Turtle Island in north and Seahorse Island in west. Palm Isles are located in middle and Piranha Isles are located in south. Lava Skerry is volcanic island.
**Population:** Goldfish Archipelago has about 9 000 inhabitants. Most common races are humans, (69 %) lizardfolks, (15 %) orcs (10 %) and half-orcs. (5 %) Other races are minorities. (1 %) On Goldfish Archipelago many lizardfolks and orcs have adapted to live peacefully with other races.
**History:** Trade and pirates have important part in history of Goldfish Archipelago. The Harbor of Sharkbay was founded 1348 DR by pirate lords. During that time Bonecrushers controlled the whole region. 1357 DR rulers of the Sword Coast decided to found town of Tideless Haven to protect the important traderoute. At the end 1367 DR Defenders of Justice got control of Turtle Island and Palm Isles. 1378 DR rulers of Baldur's Gate and Calimport made a treaty and town of Seabreeze was founded by wealthy businessmen of the Calimshan region. Current year is 1479 DR.
**Commerce:** Tideless Haven is town with strong legal order but high taxes have kept its harbor from growing into significant trading town. Gambling and borrowing with interest are forbidden in Tideless Haven. Seabreeze has no taxation and it has grown to most important trading town in the region. Sharkbay has illegal but profitable trade of stolen goods and slaves. Slave trade is forbidden in Seabreeze and Tideless Haven. Main exports of the region are gold ore, silver ore, rum and fruits. Main imports are cereals, spices and linen.
**Government:** Tideless Haven serves as vassal of Baldur's Gate. (Feudalism) Seabreeze has government that is led by most wealthy businessmen. (Plutocracy) Sharkbay has government that is led by most powerful pirate captains. (Oligarchy)
``` ``` **Religion:** There are three important deities in the region. Most of the residents serve the deity that has a temple in their town. Tideless Haven has Temple of Ilmater. (God of Endurance, Lawful Good) Seabreeze has Temple of Waukeen. (Goddess of Trade, Neutral) Sharkbay has Temple of Umberlee. (Goddess of the Sea, Chaotic Evil)
**Magic:** Goldfish Archipelago is low-magic environment and most humanoids act as fighters or rogues in combat. ### Region related factions **Defenders of Justice** represents law and order in region. Defenders of Justice are recognized by white tabard. They defend Turtle Island, Palm Isles except town of Seabreeze and north part of Seahorse Island. (Lawful)
**House of Mercenaries** is large network that supplies mercenaries all around Faerun. Most of their clients are local governments or invidual wealthy businessmen. They defend town of Seabreeze. (Neutral)
**Bonecrushers** is an organized group of ruthless pirates. Bonecrushers are recognized by black bandana. They defend Piranha Isles, Lava Skerry and south part of Seahorse Island. (Chaotic)
**Cursed Club Clan** is group of bloodthirsty humanoids such as goblins, gnolls and ogres. (Monsters) \page ## 1.5 Towns, Services and NPCs Region has three towns.
### Tideless Haven Town of Tideless Haven has has about 3 000 inhabitants.
**Harbor** of Tideless Haven has three long piers and offers space for six large ships.
**Marketplace** is located in middle of town. Chion (Human, male) sells fruits and vegetables. Dua (Human, female) sells fish. Enkak (Orc, female) sells bread. Furufath (Human, female) sells meat. Glivir (Human, male) sells cheese. Hatloh (Lizardfolk, female) sells flour in sacks.
**Ale Whale** is tavern for lower class clients. Ale Whale run by Norma. (Human, female)
**Crispy Crab** is tavern for middle class clients. Crispy Crab is run by Hinnah (Human, female)
**Peaceful Pelican** is large inn with many types of rooms available. Peaceful Pelican is hosted by Mahneir (Human, male) and Lethra. (Human, female)
**Reforged** is a forge. Store has all common metal equipment available and they can make individual items on order. Reforged is run by Drobzukk. (Orc, male)
**Thick Skin** is leatherworkers store. Store has all common leather equipment available and they can make individual items on order. Thick Skin is run by Albon. (Human, male)
**Thread & Needle** is tailor. Store has all common clothes available and they can make individual items on order. Thread & Needle is run by Chinni. (Human, female)
**Energy Drink** is alchemy shop. Store has powder guns, potions and spell ingredients available. Energy Drink is run by Silma. (Human, female)
**Ink on Pages** is bookstore. Store has books, maps and scrolls available. Ink on Pages is run by Gogam. (Human, male)
**Best Boat** is shipbuilder. Store has boats and ships available. Best Boat is run by Hahmed. (Human, male)
**Temple** is dedicated to Ilmater. Temple offers healing services. Temple is run by Severus. (Human, male, paladin)
**Barracks** serves as headquarters for Defenders of Justice. Barracks is run by Fobran. (Human, male, officer)
**Townhall** is administration building of Tideless Haven. Mayor of Tideless Haven is Mandum Windward. (Human, male)
**Millstone** is mill. Mill produces flour. Millstone is run by Thorbert. (Human, male) ``` ``` ### Seabreeze Town Seabreeze has has about 3 000 inhabitants.
**Harbor** of Seabreeze has five long piers and offers space for ten large ships.
**Marketplace** is located in middle of town. Indri (Human, female) sells fruits and vegetables. Jiarqo (Lizardfolk, female) sells fish. Kagif (Human, male) sells bread. Leopold (Human, male, old) sells meat. Maeeni (Halfling, female) sells wine. Natua (Orc, female) sells art objects.
**Sober Seagull** is tavern for lower class clients. Sober Seagull is run by Gannon. (Human, male)
**Smoked Squid** is tavern for middle class clients. Smoked Squid is run by Hinnah (Human, female)
**Sleepy Starfish** is large inn with many types of rooms available. Sleepy Starfish is hosted by Stua (Human, male) and Catha. (Human, female)
**Strong Steel** is a forge. Store has all common metal equipment available and they can make individual items on order. Strong Steel is run by Goran. (Human, male)
**Skin-Head** is leatherworkers store. Store has all common leather equipment available and they can make individual items on order. Skin-Head is run by Kusk. (Lizardfolk, male)
**Red Thread** is tailor. Store has all common clothes available and they can make individual items on order. Red Thread is run by Jaliyah. (Human, female)
**Incredible Ingredient** is alchemy shop. Store has powder guns, potions and spell ingredients for sale. Incredible Ingredient is run by Margur. (Human, male, wizard)
**Books, Books, Books** is bookstore. Store has books, maps and scrolls available. Books, Books, Books is run by Mermo. (Human, female)
**Set Sail** is shipbuilder. Store has boats and ships available. Set Sail is run by Barrett. (Human, male)
**Temple** is dedicated to Waukeen. Temple offers healing services. Temple is run by Sorel. (Human, female, cleric)
**House of Mercenaries office** is run by Kervad. (Human, male, officer)
**Council of Coin** is administration building of Seabreeze. Leader of Council of Coin is Cilestre Seashine. (Human, female)
**Gold & Gems** is jeweller. Store has gold, gems and jewelry available. Gold & Gems is run by Larla. (Human, female)
**Bank of Seabreeze** is bank. Bank buys, sells, loans, changes and stores bullions, gems, currencies and other valuable items. Bank of Seabreeze is run by Meishir. (Human, male) \page ### Sharkbay Town of Sharkbay has has about 3 000 inhabitants.
**Harbor** of Sharkbay has four long piers and offers space for eight large ships.
**Marketplace** is located in middle of town. Ocirik (Human, male) sells fruits and vegetables. Palmiera (Human, female) sells fish. Qulrix (Lizardfolk, female) sells bread. Ralcor (Human, male) sells meat. Shagva (Orc, female) sells rum in bottles. Tari (Human, female) sells eggs.
**Singing Sailor** is tavern for lower class clients. Singing Sailor is run by Zing. (Half-orc, female)
**Cruel Crocodile** is tavern for middle class clients. Cruel Crocodile is run by Lomu. (Human, female)
**Smiling Shark** is large inn with many types of rooms available. Sharktooth is hosted by Kahpin (Human, male) and Cano. (Human, female)
**Anvil and Anchor** is a forge. Store has all common metal equipment available and they can make individual items on order. Anvil and Anchor is run by Gragvok. (Orc, male)
**Hide-n-Seek** is leatherworkers store. Store has all common leather equipment available and they can make individual items on order. Hide-n-Seek is run by Leone. (Human, male)
**Fabulous Fabric** is tailor. Store has all common clothes available and they can make individual items on order. Fabulous Fabric is run by Reese. (Human, female)
**Magic Mushroom** is alchemy shop. Store has powder guns, potions and spell ingredients for sale. Magic Mushroom is run by Miquel. (Human, male)
**Scroll Down** is bookstore. Store has books, maps and scrolls available. Scroll Down is run by Amarion. (Human, male, warlock)
**Floating Fleet** is shipbuilder. Store has boats and ships available. Floating Fleet is run by Ehmer. (Human, male)
**Temple** is dedicated to Umberlee. Temple offers healing services. Temple is run by Varth. (Human, male, cleric)
**Buccaneers Bay** serves as headquarters for Bonecrusher pirates. Buccaneers Bay is run by Berwyn. (Human, male, officer)
**Pirate Council** is administration building of Sharkbay. Leader of the Pirate Council is Conrad Hellstar. (Human, male)
**Buy & Sell** is is general store. Buy & Sell is run by Shuzug. (Half-orc, male)
**Quarry** produces stone. Quarry is run by Urag. (Orc, male) \page ## 1.6 Campaign specific rules This campaign uses some rules that slightly modified from original ones. ### Lizardfolks and orcs - Many lizardfolks and orcs have adapted to live peacefully with other races. ### Potion of Healing - Potion of Healing effect and price is scaled based on character level. - Characters find many Potion of Healing during the campaign. - Potion of Healing rarity is common. - Potion of Healing heals 1d6+1 hitpoints per level of character. - Characters can buy Potion of Healing from alchemy shops. Price is 1 gp per level of character. - Example1: Level 3 character drinks a Potion of Healing. Potion heals 3d6+3 hit points. - Example2: Level 3 character buys a Potion of Healing. Cost of potion is 3 gp. ### Powder guns - Powder guns are available. | Weapon | Properties | |:--------------------:|:-----------| | **Flintlock pistol** | Same as sling | | **Rifle** | Same as shortbow | | **Blunderbuss** | Same as light crossbow | | **Musketoon** | Same as longbow | | **Musket** | Same as heavy crossbow | | **Pistol** | Same as hand crossbow | ### Reduced range - All ranged weapons used by characters have maximum range of up to 40/80. - All ranged weapons used by monsters have maximum range of up to 40/80. - This rule is designed to use when dungeon master uses grid for combat encounters. - This rule is designed to use with powder guns rule. \page ## 2 MAINQUEST Each mainquest line rewards characters with enough XP so there is no need to use events only to award additional XP for characters.
Combine events (Chapter 3) with main quest line. When characters are travelling between quest locations of the main quest an event that fits on current environment is recommended.
If characters have earned enough XP parts of the mainquest that are lower than characters current level can be skipped or modified to match characters current level.
If characters decide to look for or create their own quests and goals let them do it! This campaign book is just a frame and an environment that can be used for endless amount of quests and all quests and dungeons can be modified based on characters actions. ## 2.1 Defeat Bonecrushers Defeat Bonecrushers is one of the main questlines for Goldfish Archipelago campaign.
Fobran in Defenders of Justice barracks office works as the questgiver during this quest line.
### Defeat Bonecrushers 1/10: Pirate ship (Level 5)
Characters are travelling towards town of Tideless Haven by their own ship. Characters are playing cards on cargo hold when two of the crew members (Chax, Dariel) rush in shouting "Captain! Bonecrushers are boarding to our ship!"
Both ships are 20 feet wide and 40 feet length. (4 x 6 full squares + prow squares)
**First encounter, Combat** Environment: Own ship, cargo hold, stairs up 1 x Humanoid, Pirate, Ranged (Challenge: 1, 200 XP) 1 x Humanoid, Pirate, Melee (Challenge: 3, 700 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350 **Friendly NPCs:** 1 x Humanoid, Guard, Melee (Challenge: 1/2, 100 XP) 1 x Humanoid, Guard, Ranged (Challenge: 1/2, 100 XP)
Combat begins as an ambush. Characters are surprised.
Stairs up lead to lower deck.
**Second encounter, Combat** Environment: Own ship, lower deck, stairs up, stairs down 2 x Humanoid, Pirate, Melee (Challenge: 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
For second encounter use same friendly NPCs as in first encounter.
Stairs up lead to main deck. Stairs down lead to cargo hold. ``` ``` **Third encounter, Combat** Environment: Two ships, main decks, stairs down, sea 3 x Humanoid, Pirate, Melee (Challenge: 1/2, 100 XP) 3 x Humanoid, Pirate, Ranged (Challenge: 1/2, 100 XP) = 600 XP Challenge rating: 600 x 2 = 1200 **Friendly NPCs:** 1 x Humanoid, Guard, Melee (Challenge: 1/2, 100 XP) 1 x Humanoid, Guard, Ranged (Challenge: 1/2, 100 XP)
Two of the crew members (Harriet, Komogar) are fighting on main deck.
Stairs down lead to lower decks of the ships.
**Fourth encounter, Combat** Environment: Two ships, main decks, stairs down, sea 1 x Humanoid, Pirate, Melee (Challenge: 1, 200 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 3, 700 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
For fourth encounter use same friendly NPCs and environment as in third encounter.
After the battle two of the crew members (Luka, Viru) go down the stairs to lower deck of the enemy ship.
**Fifth encounter, Combat** Environment: Enemy ship, lower deck, stairs up, stairs down 1 x Humanoid, Pirate, Melee (Challenge: 2, 450 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350 **Friendly NPCs:** 1 x Humanoid, Guard, Melee (Challenge: 1/2, 100 XP) 1 x Humanoid, Guard, Ranged (Challenge: 1/2, 100 XP)
Stairs up lead to main deck. Stairs down lead to cargo hold.
**Sixth encounter, Combat** Environment: Enemy ship, cargo hold, stairs up, nine barrels of water, powder keg, chest 1 x Humanoid, Pirate, Melee (Challenge: 1, 200 XP) 2 x Humanoid, Pirate, Ranged (Challenge: 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200 **Items:** 3 x Medium sized fresh water pearl (10 gp each) 2 x Medium sized turquoise (10 gp each) 1d100 x Gold coin (1-100 gp)
For sixth encounter use same friendly NPCs as in fifth encounter.
During the combat one of the characters or NPCs accidentaly shoots the powder keg. Explosion causes hole on the ship and 5d8 fire damage on 15 feet radius. The enemy ship starts to sink after the explosion.
Stairs up lead to lower deck.
**Total XP:** 6 x Humanoid (Challenge: 1/2, 100 XP) = 600 XP 5 x Humanoid (Challenge: 1, 200 XP) = 1000 XP 4 x Humanoid (Challenge: 2, 450 XP) = 1800 XP 2 x Humanoid (Challenge: 3, 700 XP) = 1400 XP = 4800 XP \page ### Defeat Bonecrushers 2/10: Pirate cove on Turtle Island (Level 5) Characters have arrived to town of Tideless Haven.
Characters meet Fobran (Human, male, old, grumpy, officer) first time at Defenders of Justice office.
"Who is it?! ... Come in then! So YOU are the new soldiers? I don't understand why our useless captain decided to hire NEW soldiers in a first place! ... Well, unfortunately it is MY job is to help YOU to find and defeat Bonecrushers. So listen carefully! I am not going to do the job for YOU! I am just making sure that YOU do your job! Take this map! I have marked a pirate cove on it. YOUR job is to kill all pirates there! Understood?! Good! Payment? Payment of this job is 50 gold coins AFTER the job is done. Now get out of my office!"
Cove is located on beach 5 miles east from Tideless Haven.
**Use dungeon "Pirate cove on Turtle Island (Level 5)" as part of this quest.**
**Reward:** 50 x Gold coin (50 gp) ### Defeat Bonecrushers 3/10: Silver mine, Pirates (Level 5) Fobran hires characters to raid an invaded silver mine.
Mine is located on one of the islands in Palm Isles.
**Use dungeon "Silver mine, Pirates (Level 5)" as part of this quest.**
**Reward:** 50 x Gold coin (50 gp) ### Defeat Bonecrushers 4/10: Seahorse Outpost, Pirates (Level 6) Fobran asks characters to meet Grogmar (Orc, male) in Seahorse Outpost.
Seahorse Fortress is located in jungle at middle part of Seahorse Island.
Characters meet Grogmar first time in dining room of the Seahorse Outpost.
Grogmar asks characters to rest in one of the bedrooms of the outpost and meet him again tomorrow.
Characters are sleeping at barracks when Frodri (Human, male, guard) rushes in and tells that Bonecrushers have attacked Seahorse Outpost.
**Use dungeon "Seahorse Outpost, Pirates (Level 6)" as part of this quest.** ``` ``` ### Defeat Bonecrushers 5/10: Pirate cove on Seahorse Island (Level 6) Grogmar is very pleased that characters were able to help in defense of the fortress.
Grogmar hires characters to raid a pirate cove.
Cove is located on beach at south part of Seahorse Island.
**Use dungeon "Pirate cove on Seahorse Island (Level 6)" as part of this quest.**
After the job Grogmar asks characters to report back to Fobran in Tideless Haven for the reward.
**Reward:** 100 x Gold coin (100 gp) ### Defeat Bonecrushers 6/10: Warehouse, Pirates (Level 6) Fobran hires characters to raid an invaded warehouse.
Warehouse is located on one of the islands in Palm Isles.
**Use dungeon "Warehouse, Pirates (Level 6)" as part of this quest.**
**Reward:** 50 x Gold coin (50 gp) ### Defeat Bonecrushers 7/10: Pirate cove on Palm Isles (Level 7) Fobran hires characters to raid a pirate cove.
Cove is located on one of the islands in Palm Isles.
**Use dungeon "Pirate cove on Palm Isles (Level 7)" as part of this quest.**
When characters are returning to Fobran they notice a message at door of Fobran's office that tells any visitors to come again tomorrow afternoon.
**Reward:** 50 x Gold coin (50 gp) \page ### Defeat Bonecrushers 8/10: Defense of Tideless Haven (Level 7) Characters are sleeping at inn, eating at tavern or otherwise spending time in Tideless Haven when Rasam (Human, male, guard) rushes in and tells that Bonecrushers have attacked Tideless Haven. Rasam asks characters to follow him towards harbor of the town.
Rasam fights with characters on all combat encounters of this event.
**First encounter, Combat** Environment: Town, street, park, administration building 2 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100 **Friendly NPCs:** 1 x Humanoid, Guard, Melee (Challenge: 3, 700 XP)
Combat begins as an ambush. Characters are surprised.
**Second encounter, Combat** Environment: Town, street, houses, temple 4 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) 1 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Third encounter, Combat** Environment: Town, street, houses, tavern 2 x Humanoid, Pirate, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Fourth encounter, Combat** Environment: Town, street, houses, marketplace 1 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) 4 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Fifth encounter, Combat** Environment: Town, street, houses, harbor 1 x Humanoid, Pirate, Melee (Challenge 6, 2300 XP) = 2300 XP Challenge rating: 2300 x 1 = 2300
**Total XP:** 10 x Humanoid (Challenge 1, 200 XP) = 2000 XP 4 x Humanoid (Challenge 3, 700 XP) = 2800 XP 1 x Humanoid (Challenge 6, 2300 XP) = 2300 XP = 7100 XP ### Defeat Bonecrushers 9/10: Pirate cove on Piranha Isles (Level 7) Fobran hires characters to raid a pirate cove.
Cove is located on one of the islands in Piranha Isles.
**Use dungeon "Pirate cove on Piranha Isles (Level 7)" as part of this quest.**
**Reward:** 100 x Gold coin (100 gp) ``` ``` ### Defeat Bonecrushers 10/10: Attack to Sharkbay (Level 8) Defenders of Justice are going to launch big attack to town of Sharkbay.
Fobran hires characters to attend to the attack.
Characters travel to Sharkbay by Defenders of Justice ship.
Three guards fight with characters on all combat encounters of this event: Chemal (Human, male, ranged) Mesha (Human, female, ranged) Ronzag (Orc, male, melee)
**First encounter, Combat** Environment: Town, street, houses, harbor 2 x Humanoid, Pirate, Melee (Challenge 2, 450 XP) 1 x Humanoid, Pirate, Ranged (Challenge 2, 450 XP) = 1350 XP Challenge rating: 1350 x 2 = 2700 **Friendly NPCs:** 1 x Humanoid, Guard, Melee (Challenge: 1, 200 XP) 2 x Humanoid, Guard, Ranged (Challenge: 1, 200 XP)
**Second encounter, Combat** Environment: Town, street, houses, marketplace 4 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) 2 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP) = 1200 XP Challenge rating: 1200 x 2 = 2400
**Third encounter, Combat** Environment: Town, street, houses, tavern 2 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Fourth encounter, Combat** Environment: Town, street, houses, temple 1 x Humanoid, Pirate, Melee (Challenge 2, 450 XP) 2 x Humanoid, Pirate, Ranged (Challenge 2, 450 XP) = 1350 XP Challenge rating: 1350 x 2 = 2700
**Fifth encounter, Combat** Environment: Town, street, park, administration building 2 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) 4 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP) = 1200 XP Challenge rating: 1200 x 2 = 2400
**Use dungeon "The Pirate Council (Level 8)" as part of this quest.**
**Total XP:** 12 x Humanoid (Challenge 1, 200 XP) = 2400 XP 6 x Humanoid (Challenge 2, 450 XP) = 2700 XP 2 x Humanoid (Challenge 3, 700 XP) = 1400 XP = 6500 XP
**Reward:** 50 x Gold coin (100 gp) \page ## 2.2 Defeat Cursed Club Clan Defeat Cursed Club Clan is one of the main questlines for Goldfish Archipelago campaign.
Kervad in House of Mercenaries office works as the questgiver during this quest line. ### Defeat Cursed Club Clan 1/10: Invaded gold mine (Level 5) Characters have arrived to town of Seabreeze.
Characters meet Kervad (Human, male, mustache, officer) first time at House of Mercenaries office. Kervad explains how jobs are rewarded:
"Government of Seabreeze has made a contract with House of Mercenaries to raid several Cursed Club Clan hideouts. House of Mercenaries hires mercenaries to raid known locations for per-job rewards. Our fixed payment is 75 gold coins per mercenary per day."
Kervad hires characters to raid a gold mine.
Mine is located on beach on same island as town of Seabreeze.
**Use dungeon "Invaded gold mine (Level 5)" as part of this quest.**
**Reward:** 150 x Gold coin (150 gp) ### Defeat Cursed Club Clan 2/10: Cave in Palm Isles (Level 5) Kervad hires characters to raid a cave.
Cave is located on one of the islands on Palm Isles.
**Use dungeon "Cave in Palm Isles (Level 5)" as part of this quest.**
**Reward:** 150 x Gold coin (150 gp) ### Defeat Cursed Club Clan 3/10: Invaded silver mine (Level 5) Kervad hires characters to raid a silver mine.
Mine is located on one of the islands on Palm Isles.
**Use dungeon "Silver mine, Goblins (Level 5)" as part of this quest.**
**Reward:** 150 x Gold coin (150 gp) ``` ``` ### Defeat Cursed Club Clan 4/10: Seahorse Fortress, Goblins (Level 6) Kervad hires characters to raid an abandoned outpost.
Seahorse Outpost is located in jungle at middle part of Seahorse Island.
**Use dungeon "Seahorse Outpost, Goblins (Level 6)" as part of this quest.**
**Reward:** 150 x Gold coin (150 gp) ### Defeat Cursed Club Clan 5/10: Cave in Seahorse Island (Level 5) Kervad hires characters to raid a cave.
Cave is located in jungle at south part of Seahorse Island.
**Use dungeon "Cave in Seahorse Island (Level 6)" as part of this quest.**
**Reward:** 150 x Gold coin (150 gp) ### Defeat Cursed Club Clan 6/10: Invaded warehouse, Goblins (Level 6) Kervad hires characters to raid a warehouse.
Warehouse is located on one of the islands on Palm Isles.
**Use dungeon "Warehouse, Goblins (Level 6)" as part of this quest.**
**Reward:** 150 x Gold coin (150 gp) ### Defeat Cursed Club Clan 7/10: Cave in Turtle Island (Level 7) Kervad hires characters to raid a cave.
Cave is located on in jungle 9 miles west from Tideless Haven.
**Use dungeon "Cave in Turtle Island (Level 7)" as part of this quest.**
**Reward:** 150 x Gold coin (150 gp) \page ### Defeat Cursed Club Clan 8/10: Defense of Seabreeze (Level 7) Characters are sleeping at inn, eating at tavern or otherwise spending time in Seabreeze when Gausk (Lizardfolk, male, guard) rushes in and tells that Cursed Club Clan have attacked Seabreeze. Gausk asks characters to follow him towards harbor of the town.
Gausk fights with characters on all combat encounters of this event.
**First encounter, Combat** Environment: Town, street, park, administration building 2 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100 **Friendly NPCs:** 1 x Humanoid, Guard, Melee (Challenge: 3, 700 XP)
Combat begins as an ambush. Characters are surprised.
**Second encounter, Combat** Environment: Town, street, houses, temple 4 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 1 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Third encounter, Combat** Environment: Town, street, houses, tavern 2 x Humanoid, Goblin, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Fourth encounter, Combat** Environment: Town, street, houses, marketplace 1 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 4 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Fifth encounter, Combat** Environment: Town, street, houses, harbor 1 x Humanoid, Goblin, Melee (Challenge 6, 2300 XP) = 2300 XP Challenge rating: 2300 x 1 = 2300
**Total XP:** 10 x Humanoid (Challenge 1, 200 XP) = 2000 XP 4 x Humanoid (Challenge 3, 700 XP) = 2800 XP 1 x Humanoid (Challenge 6, 2300 XP) = 2300 XP = 7100 XP ``` ``` ### Defeat Cursed Club Clan 9/10: Cave in Piranha Isles (Level 7) Kervad hires characters to raid a cave.
Cave is located on one of the islands on Piranha Isles.
**Use dungeon "Cave in Piranha Isles (Level 7)" as part of this quest.**
**Reward:** 150 x Gold coin (150 gp) ### Defeat Cursed Club Clan 10/10: Cave in Lava Skerry (Level 8) Kervad hires characters to raid a cave.
Cave is located on volcanic island of Lava Skerry.
**Use dungeon "Cave in Lava Skerry (Level 8)" as part of this quest.**
**Reward:** 300 x Gold coin (300 gp) \page ## 2.3 Defeat Defenders of Justice Defeat Defenders of Justice is one of the main questlines for Goldfish Archipelago campaign.
Berwyn in Buccaneers Bay works as the questgiver during this quest line.
### Defeat Defenders of Justice 1/10: Merchant ship (Level 5) Characters have arrived to town of Sharkbay.
Characters meet Berwyn (Human, male, bald, earring, officer) first time at Buccaneers Bay. Berwyn explains the job:
"A merchant ship protected by Defenders of Justice travels regularly from Seabreeze towards south just two miles west from Sharkbay. Your first test is to raid this merchant ship tonight. Payment of this job is 100 gold coins and you are allowed to keep any treasures you can find from cargo hold of the ship. If you are able to handle this task we are willing to make longer contract with your crew."
Characters have set up an ambush for merchant ship during night.
Both ships are 20 feet wide and 40 feet length. (4 x 6 full squares + prow squares)
**First encounter, Combat** Environment: Two ships, main decks, stairs down, sea 1 x Humanoid, Guard, Ranged (Challenge: 1, 200 XP) 1 x Humanoid, Guard, Melee (Challenge: 3, 700 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350 **Friendly NPCs:** 1 x Humanoid, Pirate, Melee (Challenge: 1/2, 100 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 1/2, 100 XP)
Two of the crew members (Chax, Dariel) are fighting on main deck.
Combat begins as an ambush. Enemies are surprised.
Stairs down lead to lower decks of the ships.
**Second encounter, Combat** Environment: Two ships, main decks, stairs down, sea 1 x Humanoid, Guard, Melee (Challenge: 2, 450 XP) 1 x Humanoid, Guard, Ranged (Challenge: 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
For second encounter use same friendly NPCs as in first encounter.
After the battle two of the crew members (Harriet, Komogar) go down the stairs to lower deck of the enemy ship.
``` ``` **Third encounter, Combat** Environment: Enemy ship, lower deck, stairs up, stairs down 3 x Humanoid, Guard, Melee (Challenge: 1/2, 100 XP) 3 x Humanoid, Guard, Ranged (Challenge: 1/2, 100 XP) = 600 XP Challenge rating: 600 x 2 = 1200 **Friendly NPCs:** 1 x Humanoid, Pirate, Melee (Challenge: 1/2, 100 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 1/2, 100 XP)
Stairs up lead to main deck. Stairs down lead to cargo hold.
**Fourth encounter, Combat** Environment: Enemy ship, lower deck, stairs up, stairs down 1 x Humanoid, Guard, Melee (Challenge: 1, 200 XP) 1 x Humanoid, Guard, Ranged (Challenge: 3, 700 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
For fourth encounter use same friendly NPCs and environment as in third encounter.
After the battle two of the crew members (Luka, Viru) go down the stairs to cargo hold of the enemy ship.
**Fifth encounter, Combat** Environment: Enemy ship, cargo hold, stairs up, nine barrels of water, powder keg, chest 1 x Humanoid, Guard, Melee (Challenge: 2, 450 XP) 1 x Humanoid, Guard, Ranged (Challenge: 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350 **Friendly NPCs:** 1 x Humanoid, Pirate, Melee (Challenge: 1/2, 100 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 1/2, 100 XP) **Items:** 1d100 x Gold coin (1-100 gp)
During the combat one of the characters or NPCs accidentaly shoots the powder keg. Explosion causes hole on the ship and 5d8 fire damage on 15 feet radius. The enemy ship starts to sink after the explosion.
Stairs up lead to lower deck.
**Sixth encounter, Combat** Environment: Enemy ship, lower deck, stairs up, stairs down 1 x Humanoid, Guard, Melee (Challenge: 1, 200 XP) 2 x Humanoid, Guard, Ranged (Challenge: 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
Stairs up lead to main deck. Stairs down lead to cargo hold.
**Total XP:** 6 x Humanoid (Challenge: 1/2, 100 XP) = 600 XP 5 x Humanoid (Challenge: 1, 200 XP) = 1000 XP 4 x Humanoid (Challenge: 2, 450 XP) = 1800 XP 2 x Humanoid (Challenge: 3, 700 XP) = 1400 XP = 4800 XP
**Reward:** 100 x Gold coin (100 gp) \page ### Defeat Defenders of Justice 2/10: Guard outpost on Piranha Isles (Level 5) Berwyn is pleased that characters were able to handle their first job. Berwyn explains how rest of jobs are rewarded:
"We want to hire your crew to raid several locations that are guarded by Defenders of Justice. We will pay you fixed amount of 100 gold coins per day. Deal?"
Berwyn hires characters to raid a guard outpost.
Outpost is located on one of the islands on Piranha Isles.
**Use dungeon "Guard outpost on Piranha Isles (Level 5)" as part of this quest.**
**Reward:** 100 x Gold coin (100 gp) ### Defeat Defenders of Justice 3/10: Silver mine, Guards (Level 5) Berwyn hires characters to raid a silver mine.
Mine is located on one of the islands on Palm Isles.
**Use dungeon "Silver mine, Guards (Level 5)" as part of this quest.**
**Reward:** 100 x Gold coin (100 gp) ### Defeat Defenders of Justice 4/10: Seahorse Outpost, Guards (Level 6) Berwyn hires characters to raid a guard outpost.
Outpost is located in jungle at middle part of Seahorse Island.
**Use dungeon "Guard outpost on Seahorse Island (Level 6)" as part of this quest.**
**Reward:** 100 x Gold coin (100 gp) ### Defeat Defenders of Justice 5/10: Jail break (Level 6) Berwyn hires characters to raid a jail and rescue pirate captain Jodrok Finger Chopper (Orc, male)
Jail is located on beach at north part of Seahorse Island.
**Use dungeon "Jail (Level 6)" as part of this quest.**
**Reward:** 100 x Gold coin (100 gp) ``` ``` ### Defeat Defenders of Justice 6/10: Warehouse, Guards (Level 6) Berwyn hires characters to raid a warehouse.
Warehouse is located on one of the islands in Palm Isles.
**Use dungeon "Warehouse, Guards (Level 6)" as part of this quest.**
**Reward:** 100 x Gold coin (50 gp) ### Defeat Defenders of Justice 7/10: Guard outpost on Palm Isles (Level 7) Berwyn hires characters to raid a guard outpost.
Outpost is located on one of the islands on Palm Isles.
**Use dungeon "Guard outpost on Palm Isles (Level 7)" as part of this quest.**
**Reward:** 100 x Gold coin (100 gp) \page ### Defeat Defenders of Justice 8/10: Defense of Sharkbay (Level 7) Characters are sleeping at inn, eating at tavern or otherwise spending time in Sharkbay when Ogakk (Orc, male, pirate) rushes in and tells that Defenders of Justice have attacked Sharkbay. Ogakk asks characters to follow him towards harbor of the town.
Ogakk fights with characters on all combat encounters of this event.
**First encounter, Combat** Environment: Town, street, park, administration building 2 x Humanoid, Guard, Melee (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100 **Friendly NPCs:** 1 x Humanoid, Pirate, Melee (Challenge: 3, 700 XP)
Combat begins as an ambush. Characters are surprised.
**Second encounter, Combat** Environment: Town, street, houses, temple 4 x Humanoid, Guard, Melee (Challenge 1, 200 XP) 1 x Humanoid, Guard, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Third encounter, Combat** Environment: Town, street, houses, tavern 2 x Humanoid, Guard, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Fourth encounter, Combat** Environment: Town, street, houses, marketplace 1 x Humanoid, Guard, Melee (Challenge 1, 200 XP) 4 x Humanoid, Guard, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Fifth encounter, Combat** Environment: Town, street, houses, harbor 1 x Humanoid, Guard, Melee (Challenge 6, 2300 XP) = 2300 XP Challenge rating: 2300 x 1 = 2300
**Total XP:** 10 x Humanoid (Challenge 1, 200 XP) = 2000 XP 4 x Humanoid (Challenge 3, 700 XP) = 2800 XP 1 x Humanoid (Challenge 6, 2300 XP) = 2300 XP = 7100 XP ### Defeat Defenders of Justice 9/10: Guard outpost on Turtle Island (Level 7) Berwyn hires characters to raid a guard outpost.
Outpost is located on beach 8 miles south-west from Tideless Haven.
**Use dungeon "Guard outpost on Turtle Island (Level 7)" as part of this quest.**
**Reward:** 50 x Gold coin (50 gp) ``` ``` ### Defeat Defeat Defenders of Justice 10/10: Attack to Tideless Haven (Level 8) Bonecrushers are going to launch big attack to town of Tideless Haven.
Berwyn hires characters to attend to the attack.
Characters travel to Sharkbay by Bonecrushers ship.
Three pirates fight with characters on all combat encounters of this event: Janko (Human, male, ranged) Meni (Human, female, ranged) Ocuzi (Lizardfolk, male, melee)
**First encounter, Combat** Environment: Town, street, houses, harbor 1 x Humanoid, Guard, Melee (Challenge 2, 450 XP) 2 x Humanoid, Guard, Ranged (Challenge 2, 450 XP) = 1350 XP Challenge rating: 1350 x 2 = 2700 **Friendly NPCs:** 1 x Humanoid, Pirate, Melee (Challenge: 1, 200 XP) 2 x Humanoid, Pirate, Ranged (Challenge: 1, 200 XP)
**Second encounter, Combat** Environment: Town, street, houses, marketplace 4 x Humanoid, Guard, Melee (Challenge 1, 200 XP) 2 x Humanoid, Guard, Ranged (Challenge 1, 200 XP) = 1200 XP Challenge rating: 1200 x 2 = 2400
**Third encounter, Combat** Environment: Town, street, houses, tavern 2 x Humanoid, Guard, Melee (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Fourth encounter, Combat** Environment: Town, street, houses, temple 1 x Humanoid, Guard, Melee (Challenge 2, 450 XP) 2 x Humanoid, Guard, Ranged (Challenge 2, 450 XP) = 1350 XP Challenge rating: 1350 x 2 = 2700
**Fifth encounter, Combat** Environment: Town, street, park, administration building 2 x Humanoid, Guard, Melee (Challenge 1, 200 XP) 4 x Humanoid, Guard, Ranged (Challenge 1, 200 XP) = 1200 XP Challenge rating: 1200 x 2 = 2400
**Use dungeon "Townhall (Level 8)" as part of this quest.**
**Total XP:** 12 x Humanoid (Challenge 1, 200 XP) = 2400 XP 6 x Humanoid (Challenge 2, 450 XP) = 2700 XP 2 x Humanoid (Challenge 3, 700 XP) = 1400 XP = 6500 XP
**Reward:** 100 x Gold coin (100 gp) \page ## 3 EVENTS Events are divided into categories by location of the event. Use events while characters are travelling around Clam Island. ## 3.1 Events, Beach These events fit on situations when characters are travelling on beach. ### Crab cave (Level 5) Characters are travelling on beach and notice a cave entrance.
**Use dungeon "Crab Cave (Level 5)" as part of this quest.** ### Ship parts on shore (Level 6) Characters are travelling on beach and a notice ship parts washed on shore.
**First encounter, Combat** Environment: Beach, ship parts, sea 4 x Beast, Crab (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
Characters notice a wooden chest floating on sea.
**Second encounter, Combat** Environment: Beach, ship parts, chest, sea 2 x Beast, Crab (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350 **Items:** 1d100 x Gold coin (1-100 gp)
**Total XP:** 4 x Beast, Crab (Challenge 1, 200 XP) = 800 XP 2 x Beast, Crab (Challenge 2, 450 XP) = 900 XP = 1700 XP \page ## 3.2 Events, Jungle These events fit on situations when characters are travelling in jungle.
### Raptor ambush (Level 5) Characters are travelling in jungle and one of the characters has feeling that someone is watching him. Roll Nature (Intelligence) check, DC 15. If check fails combat begins as an ambush. Characters are surprised.
**First encounter, Combat** Environment: Jungle, trees, plants 6 x Beast, Dinosaur (Challenge 1/2, 100 XP) = 600 XP Challenge rating: 600 x 2 = 1200
### Spider cave (Level 6) Characters are travelling in jungle and notice a cave entrance with spider webs.
**Use dungeon "Spider cave (Level 6)" as part of this quest.** \page ## 3.3, Events, Sea These events fit on situations when characters are travelling on sea.
### Man overboard! (Level 5) Characters are travelling by ship on sea when one crew member (Dariel) drops into water during storm. Two of the crew members (Harriet, Luka) come to help.
**First encounter, Combat** Environment: Sea, ship 1 x Beast, Shark (Challenge 4, 1100 XP) = 1100 XP Challenge rating: 1100 x 1 = 1100 **Friendly NPCs:** 1 x Humanoid, unarmed (Challenge: 1/2, 100 XP) 1 x Humanoid, melee (Challenge: 1/2, 100 XP) 1 x Humanoid, ranged (Challenge: 1/2, 100 XP)
\page ## 3.4 Events, Town These events fit on situations when characters are purchasing equipment or otherwise spending time in any town of the region. ### Revenge (Level 5) Characters are spending time in one of the taverns when Hagnom (Orc, female) offers a job for characters.
Hagnom begins to tell characters about his former homevillage. The village was called "The Garden" in orcish. She knows that pirate captain "Devil's Smile" is responsible for the destruction of her homevillage. She is willing to pay a reward when characters deliver a proof that "Devil's Smile" is dead.
"Devil's Smile" is independent pirate captain and has bad reputation towards Bonecrushers.
Ruined village is located in jungle 7 miles south-west from Tideless Haven.
Ship of the Devil's Smile is usually anchored on one of the Piranha Isles outside of Sharkbay and ship can be recognized with name "Devil's Smile" painted on it.
**Use dungeon "Ship of the Devil's Smile" (Level 5)" as part of this quest.**
**Reward:** 100 x Gold coin (100 gp) ### Octavius the Enchanter (Level 5) Characters are walking through the marketplace of town when they hear Jihmun (Human, male, tobaccovendor) shouting "Best tobacco and best pipes of the region available!"
Jihmun is smoking an enchanted pipe and when she blows out smoke the smoke makes different type of shapes (Faces of people and shapes of animals)
Jihmun tells characters about Octavius the Enchanter (Human, male, wizard) who enchanted the pipe.
The house of Octavius the Enchanter is located on one of the islands in Palm Isles.
Characters meet Octavius the Enchanter first time in his house.
Octavius the Enchanter is skilled enchanter who is able to enchant items.
| Type of Item | Effect | Price | |:--------------:|:--------------------------:| :---: | | **Armor** | +1 AC | 375 gp | | **Weapon** | +1 To Hit | 375 gp | | **Weapon** | +1 Damage | 375 gp | | **Any** | Cosmetic non-combat effect | 375 gp |
``` ``` ### Heist (Level 6) Characters are spending time in one of the taverns when Derby (Human, male, thief) offers a job for characters.
Derby has a plan to heist Gold & Gems in Seabreeze. He needs help in the heist and is willing to share the loot with characters. Derby does not attend to the heist himself but he has the knowledge how to get into second floor of Gold & Gems store.
**Use dungeon "Heist of Gold & Gems" (Level 6)" as part of this quest.** ### Skull Castle (Level 6) Characters are visiting one of the bookstores when they notice a map on the wall of the store.
The map contains "Skull Castle" that characters do not remember from their own maps. Skull Castle is located on one of the islands in Piranha Isles.
**Use dungeon "Skull Castle" (Level 6)" as part of this quest.** \page ## 3.5 Events, Loot These events fit on situations when characters are looting treasures. ### Treasure map (Level 5) Characters may find a map from any dead pirate or from pirates' treasure chest.
When characters are inspecting the map add X mark on map on one of the islands in Piranha Isles.
**Use dungeon "Treasure cave (Level 5)" as part of this quest.** \page ## 4 DUNGEONS Natural dungeons such as caves - **Tunnel** = Room leads to one more room. (Open line of sight to corner of tunnel) - **Dead end** = Room does not lead to more rooms. - **Cliff** = Room leads to one more room but players have to climb up. Height of the cliff is described in details of the room.
Indoors such as warehouse - **Doorway** = Room leads to one more room. (Open line of sight to room) - **Door** = Room leads to one more room. (Door, blocks line of sight) - **Two doors** = Room leads to two more rooms. - **Window** = Room has window. Height of bottom edge of the window is described in details of the room.
**Example:** Second room of the dungeon has two doors. First door leads to third room. Second door leads to fourth room.
All dungeons are designed for two characters. ## 4.1 Dungeons for level 5 These dungeons are scaled for two level 5 characters. ### Pirate cove on Turtle Island (Level 5) **Entrance** Environment: Beach, natural cave, plants, tunnel
**First room, Combat and Trap** Environment: Natural cave, large plants, tunnel 1 x Humanoid, Pirate, Ranged (Challenge: 1, 200 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 3, 700 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
When characters are middle of the tunnel a falling net trap triggers. Each character rolls Acrobatics (Dexterity) check, DC 15. For each failed check a character is trapped inside net. Net causes restrained condition. Getting away from net takes one action.
Two pirates are hiding among plants with big leaves.
**Second room** Environment: Natural cave, large plants, torch, tunnel
**Third room, Combat** Environment: Natural cave, torch, four barrels with water, two tunnels 1 x Humanoid, Pirate, Melee (Challenge: 2, 450 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Fourth room, Combat** Environment: Natural cave, five bedrolls, burning campfire, two tunnels 3 x Humanoid, Pirate, Melee (Challenge: 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Fifth room** Environment: Natural cave, torch, two ale barrels, sack of flour, fruits, dead end **Items:** 2 x Potion of Healing
**Sixth room, Combat** Environment: Natural cave, torch, cliff 2 x Humanoid, Pirate, Ranged (Challenge: 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
Height of the cliff is 3 meters. (10 feet) Characters can climb up the cliff to seventh room. Two pirates are on top of the cliff.
**Seventh room, Combat** Environment: Natural cave, torch, two tunnels 3 x Humanoid, Pirate, Melee (Challenge: 1/2, 100 XP) 3 x Humanoid, Pirate, Ranged (Challenge: 1/2, 100 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Eighth room** Environment: Natural cave, rocks, chest, dead end **Items:** 2 x Medium sized fresh water pearl (10 gp each) 3 x Medium sized turquoise (10 gp each) 1d100 x Gold coin (1-100 gp)
Chest is locked. Roll Athletics (Strength) check, DC 10 if character tries to open the door by brute force. Roll Sleight of Hand (Dexterity) check, DC 10 if character tries to pick the lock.
**Ninth room, Combat** Environment: Natural cave, torch, pool of water, plants, tunnel 1 x Humanoid, Pirate, Ranged (Challenge: 1, 200 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 3, 700 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Tenth room** Environment: Natural cave, torch, water, pier, tunnel
**Eleventh room, Combat** Environment: Natural cave, torch, water, end of pier 1 x Humanoid, Pirate, Melee (Challenge: 4, 1100 XP) = 1100 XP Challenge rating: 1100 x 1 = 1100 **Neutral NPCs:** 1 x Rowboat
Rowboat is tied to pier by rope.
**Total XP:** 6 x Humanoid (Challenge: 1/2, 100 XP) = 600 XP 5 x Humanoid (Challenge: 1, 200 XP) = 1000 XP 4 x Humanoid (Challenge: 2, 450 XP) = 1800 XP 2 x Humanoid (Challenge: 3, 700 XP) = 1400 XP 1 x Humanoid (Challenge: 4, 1100 XP) = 1100 XP = 5900 XP \page ### Silver mine, Pirates (Level 5) **Entrance** Environment: Beach, natural cave, rocks, tunnel
**First room, Combat** Environment: Natural cave, torch, rocks, tunnel 1 x Humanoid, Pirate, Melee (Challenge: 1, 200 XP) 1 x Humanoid, Pirate, Melee (Challenge: 3, 700 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Second room** Environment: Natural cave, torch, two tunnels
**Third room, Combat** Environment: Natural cave, torch, barrel of water, shelf, dead end 1 x Humanoid, Pirate, Melee (Challenge: 2, 450 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350 **Items:** 2 x Potion of Healing
**Fourth room, Combat** Environment: Natural cave, torch, rocks, tunnel 2 x Humanoid, Pirate, Melee (Challenge: 1, 200 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 1, 200 XP) Challenge rating: 600 x 2 = 1200
**Fifth room** Environment: Natural cave, torch, large rock, tunnel
**Sixth room, Combat and Trap** Environment: Natural cave, torch, rocks, powder keg, tunnel 3 x Humanoid, Pirate, Melee (Challenge: 1/2, 100 XP) 3 x Humanoid, Pirate, Ranged (Challenge: 1/2, 100 XP) = 600 XP Challenge rating: 600 x 2 = 1200
Characters or NPCs may explode the powder keg. Explosion causes 5d8 fire damage on 15 feet radius.
**Seventh room** Environment: Natural cave, torch, tunnel
**Eighth room, Combat** Environment: Natural cave, torch, rocks, tunnel 1 x Humanoid, Pirate, Melee (Challenge: 1, 200 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 3, 700 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Ninth room** Environment: Natural cave, torch, tunnel
**Tenth room, Trap** Environment: Natural cave, torch, rocks, two tunnels
When characters are travelling through the tunnel a large piece of rock drops from cave roof. Roll Acrobatics (Dexterity) check, DC 10 to avoid damage. If character fails the check they take 5d6 bludgeoning damage.
**Eleventh room, Combat** Environment: Natural cave, torch, rocks, chest, dead end 1 x Humanoid, Pirate, Melee (Challenge: 2, 450 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350 **Items:** 1 x Medium sized fresh water pearl (10 gp each) 4 x Medium sized turquoise (10 gp each) 1d100 x Gold coin (1-100 gp)
**Twelveth room** Environment: Natural cave, torch, rocks, tunnel
**Thirteenth room, Combat** Environment: Natural cave, torch, large rock, tunnel 2 x Humanoid, Pirate, Melee (Challenge: 1, 200 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Fourteenth room** Environment: Natural cave, torch, rocks, dead end
At end of tunnel characters meet four slave miners: Chey (Human, male) Edal (Human, female) Ginug (Orc, male) Rhatlu (Lizardfolk, male)
Slave miners have locked legirons on their feet.
**Total XP:** 6 x Humanoid (Challenge: 1/2, 100 XP) = 600 XP 8 x Humanoid (Challenge: 1, 200 XP) = 1600 XP 4 x Humanoid (Challenge: 2, 450 XP) = 1800 XP 2 x Humanoid (Challenge: 3, 700 XP) = 1400 XP = 5400 XP \page ### Invaded gold mine (Level 5) **Entrance** Environment: Beach, natural cave, rocks, tunnel
**First room** Environment: Natural cave, rocks, tunnel
**Second room, Combat** Environment: Natural cave, tunnel 2 x Humanoid, Goblin, Melee (Challenge: 1, 200 XP) 1 x Humanoid, Goblin, Ranged (Challenge: 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Third room** Environment: Natural cave, two tunnels
**Fourth room, Combat** Environment: Natural cave, large rock, tunnel 1 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) 1 x Humanoid, Goblin, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Fifth room** Environment: Natural cave, rocks, tunnel
**Sixth room, Combat** Environment: Natural cave, tunnel 1 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Ranged (Challenge: 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Seventh room, Combat** Environment: Natural cave, rocks, tunnel 3 x Humanoid, Goblin, Melee (Challenge: 1/2, 100 XP) 3 x Humanoid, Goblin, Ranged (Challenge: 1/2, 100 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Eighth room** Environment: Natural cave, rocks, tunnel
**Ninth room, Combat** Environment: Natural cave, rocks, tunnel 1 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) 1 x Humanoid, Goblin, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Tenth room** Environment: Natural cave, rocks, dead end
**Eleventh room, Combat** Environment: Natural cave, rocks, dead end 1 x Humanoid, Goblin, Ranged (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Melee (Challenge: 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Total XP:** 6 x Humanoid (Challenge: 1/2, 100 XP) = 600 XP 5 x Humanoid (Challenge: 1, 200 XP) = 1000 XP 4 x Humanoid (Challenge: 2, 450 XP) = 1800 XP 2 x Humanoid (Challenge: 3, 700 XP) = 1400 XP = 4800 XP ``` ``` ### Cave in Palm Isles (Level 5)
**Entrance** Environment: Beach, natural cave, plants, tunnel
**First room** Environment: Natural cave, plants, tunnel
**Second room, Combat** Environment: Natural cave, plants, two tunnels 1 x Humanoid, Goblin, Melee (Challenge: 1, 200 XP) 2 x Humanoid, Goblin, Ranged (Challenge: 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Third room, Combat** Environment: Natural cave, plants, pool of water, tunnel 1 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) 1 x Humanoid, Goblin, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Fourth room** Environment: Natural cave, plants, rocks, tunnel
**Fifth room, Combat** Environment: Natural cave, plants, dead end 1 x Humanoid, Goblin, Ranged (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Melee (Challenge: 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Sixth room, Combat** Environment: Natural cave, plants, tunnel 3 x Humanoid, Goblin, Melee (Challenge: 1/2, 100 XP) 3 x Humanoid, Goblin, Ranged (Challenge: 1/2, 100 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Seventh room** Environment: Natural cave, large rock, plants, tunnel
**Eighth room, Combat** Environment: Natural cave, plants, rocks, tunnel 1 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) 1 x Humanoid, Goblin, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Ninth room, Combat** Environment: Natural cave, plants, pool of water, tunnel 1 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Ranged (Challenge: 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Tenth room** Environment: Natural cave, plants, tunnel
**Eleventh room, Combat** Environment: Natural cave, plants, dead end 1 x Humanoid, Goblin, Ranged (Challenge 4, 1100 XP) = 1100 XP Challenge rating: 1100 x 1 = 1100
**Total XP:** 6 x Humanoid (Challenge: 1/2, 100 XP) = 600 XP 5 x Humanoid (Challenge: 1, 200 XP) = 1000 XP 4 x Humanoid (Challenge: 2, 450 XP) = 1800 XP 2 x Humanoid (Challenge: 3, 700 XP) = 1400 XP 1 x Humanoid (Challenge 4, 1100 XP) = 1100 XP = 5900 XP \page ### Silver mine, Goblins (Level 5) **Entrance** Environment: Beach, natural cave, rocks, tunnel
**First room, Combat** Environment: Natural cave, torch, rocks, tunnel 1 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Ranged (Challenge: 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Second room** Environment: Natural cave, torch, two tunnels
**Third room, Combat** Environment: Natural cave, torch, barrel of water, dead end 1 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) 1 x Humanoid, Goblin, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Fourth room, Combat** Environment: Natural cave, torch, rocks, tunnel 3 x Humanoid, Goblin, Melee (Challenge: 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Fifth room** Environment: Natural cave, torch, large rock, tunnel
**Sixth room, Combat** Environment: Natural cave, torch, rocks, tunnel 3 x Humanoid, Goblin, Melee (Challenge: 1/2, 100 XP) 3 x Humanoid, Goblin, Ranged (Challenge: 1/2, 100 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Seventh room** Environment: Natural cave, torch, tunnel
**Eighth room, Combat** Environment: Natural cave, torch, rocks, tunnel 1 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Ranged (Challenge: 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Ninth room** Environment: Natural cave, torch, tunnel
**Tenth room, Trap** Environment: Natural cave, torch, rocks, two tunnels
When characters are travelling through the tunnel a large piece of rock drops from cave roof. Roll Acrobatics (Dexterity) check, DC 10 to avoid damage. If character fails the check they take 5d6 bludgeoning damage.
**Eleventh room, Combat** Environment: Natural cave, torch, rocks, dead end 1 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) 1 x Humanoid, Goblin, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Twelveth room** Environment: Natural cave, torch, rocks, tunnel
**Thirteenth room, Combat** Environment: Natural cave, torch, large rock, tunnel 3 x Humanoid, Goblin, Ranged (Challenge: 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Fourteenth room** Environment: Natural cave, torch, rocks, human bones, dead end
**Total XP:** 6 x Humanoid (Challenge: 1/2, 100 XP) = 600 XP 8 x Humanoid (Challenge: 1, 200 XP) = 1600 XP 4 x Humanoid (Challenge: 2, 450 XP) = 1800 XP 2 x Humanoid (Challenge: 3, 700 XP) = 1400 XP = 5400 XP \page ### Guard outpost on Piranha Isles (Level 5) Guard outpost has three floors. First floor: Rooms 1-4 Second floor: Rooms 5-8 Third floor: Rooms 9-12
**Entrance** Environment: Beach, guard outpost, door
**First room, Combat** Environment: Guard outpost, hallway, three doors 1 x Humanoid, Guard, Melee (Challenge: 1, 200 XP) 1 x Humanoid, Guard, Melee (Challenge: 3, 700 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Second room, Combat** Environment: Guard outpost, four beds 2 x Humanoid, Guard, Melee (Challenge: 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Third room** Environment: Guard outpost, two barrels of water, shelf **Items:** 4 x Potion of Healing
**Fourth room, Combat** Environment: Guard outpost, stairs up 3 x Humanoid, Guard, Melee (Challenge: 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Fifth room** Environment: Guard outpost, stairs down, door
**Sixth room, Combat** Environment: Guard outpost, hallway, two doors 2 x Humanoid, Guard, Melee (Challenge: 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Seventh room, Combat** Environment: Guard outpost, four beds 6 x Humanoid, Guard, Melee (Challenge: 1/2, 100 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Eighth room** Environment: Guard outpost, stairs up
**Ninth room** Environment: Guard outpost, stairs down, door
**Tenth room, Combat** Environment: Guard outpost, hallway, two doors 1 x Humanoid, Guard, Melee (Challenge: 1, 200 XP) 1 x Humanoid, Guard, Melee (Challenge: 3, 700 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Eleventh room, Combat** Environment: Guard outpost, four beds
**Twelveth room, Combat** Environment: Guard outpost, table, chair, chest 1 x Humanoid, Guard, Melee (Challenge: 4, 1100 XP) = 1100 XP Challenge rating: 1100 x 1 = 1100 **Items:** 1d100 x Gold coin (1-100 gp)
**Total XP:** 6 x Humanoid (Challenge: 1/2, 100 XP) = 600 XP 5 x Humanoid (Challenge: 1, 200 XP) = 1000 XP 4 x Humanoid (Challenge: 2, 450 XP) = 1800 XP 2 x Humanoid (Challenge: 3, 700 XP) = 1400 XP 1 x Humanoid (Challenge: 4, 1100 XP) = 1100 XP = 5900 XP \page ### Silver mine, Guards (Level 5) **Entrance** Environment: Beach, natural cave, rocks, tunnel
**First room, Combat** Environment: Natural cave, torch, rocks, tunnel 1 x Humanoid, Guard, Melee (Challenge: 1, 200 XP) 1 x Humanoid, Guard, Melee (Challenge: 3, 700 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Second room** Environment: Natural cave, torch, two tunnels
**Third room, Combat** Environment: Natural cave, torch, barrel of water, shelf, dead end 1 x Humanoid, Guard, Melee (Challenge: 2, 450 XP) 1 x Humanoid, Guard, Ranged (Challenge: 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350 **Items:** 2 x Potion of Healing
**Fourth room, Combat** Environment: Natural cave, torch, rocks, tunnel 2 x Humanoid, Guard, Melee (Challenge: 1, 200 XP) 1 x Humanoid, Guard, Ranged (Challenge: 1, 200 XP) Challenge rating: 600 x 2 = 1200
**Fifth room** Environment: Natural cave, torch, large rock, tunnel
**Sixth room, Combat and Trap** Environment: Natural cave, torch, rocks, powder keg, tunnel 3 x Humanoid, Guard, Melee (Challenge: 1/2, 100 XP) 3 x Humanoid, Guard, Ranged (Challenge: 1/2, 100 XP) = 600 XP Challenge rating: 600 x 2 = 1200
Characters or NPCs may explode the powder keg. Explosion causes 5d8 fire damage on 15 feet radius.
**Seventh room** Environment: Natural cave, torch, tunnel
**Eighth room, Combat** Environment: Natural cave, torch, rocks, tunnel 1 x Humanoid, Guard, Melee (Challenge: 1, 200 XP) 1 x Humanoid, Guard, Ranged (Challenge: 3, 700 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Ninth room** Environment: Natural cave, torch, tunnel
**Tenth room, Trap** Environment: Natural cave, torch, rocks, two tunnels
When characters are travelling through the tunnel a large piece of rock drops from cave roof. Roll Acrobatics (Dexterity) check, DC 10 to avoid damage. If character fails the check they take 5d6 bludgeoning damage.
**Eleventh room, Combat** Environment: Natural cave, torch, rocks, , dead end 1 x Humanoid, Guard, Melee (Challenge: 2, 450 XP) 1 x Humanoid, Guard, Ranged (Challenge: 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Twelveth room** Environment: Natural cave, torch, rocks, tunnel
**Thirteenth room, Combat** Environment: Natural cave, torch, large rock, tunnel 2 x Humanoid, Pirate, Melee (Challenge: 1, 200 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Fourteenth room** Environment: Natural cave, torch, rocks, chest, dead end **Items:** 1d100 x Gold coin (1-100 gp)
**Total XP:** 6 x Humanoid (Challenge: 1/2, 100 XP) = 600 XP 8 x Humanoid (Challenge: 1, 200 XP) = 1600 XP 4 x Humanoid (Challenge: 2, 450 XP) = 1800 XP 2 x Humanoid (Challenge: 3, 700 XP) = 1400 XP = 5400 XP \page ### Ship of the Devil's Smile (Level 5)
Characters have spotted a ship with name "Devil's Smile" painted on its edge.
Ship is 20 feet wide and 40 feet length. (4 x 6 full squares + prow squares)
**Entrance** Environment: Ship, sea, beach
Ship is anchored 60 feet away from shore.
There are two rope ladders on both edges of the ship.
**First encounter, Combat** Environment: Ship, main deck, stairs down, sea 1 x Humanoid, Pirate, Melee (Challenge: 2, 450 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
Stairs down lead to lower deck.
**Second encounter, Combat** Environment: Ship, main deck, stairs down 1 x Humanoid, Pirate, Melee (Challenge: 1, 200 XP) 2 x Humanoid, Pirate, Ranged (Challenge: 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
For second encounter use same environment as in first encounter.
Three pirates came up the stairs.
**Third encounter, Combat** Environment: Ship, lower deck, stairs up, stairs, down 3 x Humanoid, Pirate, Melee (Challenge: 1/2, 100 XP) 3 x Humanoid, Pirate, Ranged (Challenge: 1/2, 100 XP) = 600 XP Challenge rating: 600 x 2 = 1200
Stairs up lead to main deck. Stairs down lead to cargo hold.
**Fourth encounter, Combat** Environment: Ship, lower deck, stairs up, stairs down 1 x Humanoid, Pirate, Melee (Challenge: 2, 450 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
For fourth encounter use same environment as in third encounter.
Two pirates came up the stairs.
**Fifth encounter, Combat** Environment: Ship, cargo hold, stairs up, chest 2 x Humanoid, Pirate, Melee (Challenge: 1, 200 XP) 1 x Humanoid, Pirate, Ranged (Challenge: 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
Stairs up lead to lower deck.
**Sixth encounter, Combat** Environment: Ship, cargo hold, stairs up, chest 1 x Humanoid, Pirate, Ranged (Challenge: 4, 1100 XP) = 1100 XP Challenge rating: 1100 x 1 = 1100 **Items:** 1d100 x Gold coin (1 - 100 gp)
For sixth encounter use same environment as in fifth encounter.
When characters are looting the chest a pirate cames down the stairs. Characters recognize the pirate as captain "Devil's Smile".
**Total XP:** 6 x Humanoid (Challenge: 1/2, 100 XP) = 600 XP 6 x Humanoid (Challenge: 1, 200 XP) = 1200 XP 4 x Humanoid (Challenge: 2, 450 XP) = 900 XP 1 x Humanoid (Challenge: 4, 1100 XP) = 1100 XP = 3800 XP \page ### Treasure cave (Level 5) **Entrance** Environment: Jungle, natural cave, tunnel
**First room, Combat** Environment: Natural cave, plants, tunnel 3 x Beast, Dinosaur (Challenge 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Second room, Combat** Environment: Natural cave, hanging plants, tunnel 2 x Beast, Dinosaur (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Third room** Environment: Natural cave, plants, tunnel
**Fourth room, Trap** Environment: Natural cave, hanging plants, rocks, tunnel
When characters are travelling through the tunnel a large piece of rock drops from roof of the dungeon. Roll Acrobatics (Dexterity) check, DC 15 to avoid damage. If character fails the check they take 5d6 bludgeoning damage.
**Fifth room, Combat** Environment: Natural cave, plants, tunnel 3 x Beast, Dinosaur (Challenge 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Sixth room** Environment: Natural cave, hanging plants, two tunnels
**Seventh room, Combat** Environment: Natural cave, plants, tunnel that leads out of dungeon 6 x Beast, Dinosaur (Challenge 1/2, 100 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Eighth room, Combat** Environment: Natural cave, hanging plants, nest with eggs, chest, dead end 1 x Beast, Dinosaur (Challenge 4, 1100 XP) = 1100 XP Challenge rating: 1100 x 1 = 1100 **Items:** 5 x Medium sized fresh water pearl (10 gp each) 5 x Medium sized turquoise (10 gp each) 1d100 x Gold coin (1-100 gp)
**Total XP:** 6 x Beast (Challenge 1/2, 100 XP) = 600 XP 6 x Beast (Challenge 1, 200 XP) = 1200 XP 2 x Beast (Challenge 2, 450 XP) = 900 XP 1 x Beast (Challenge 4, 1100 XP) = 1100 XP = 3800 XP
``` ``` ### Crab cave (Level 5) Entire cave is filled with water. Surface of the water is at 1 meter. (3,3 feet) Moving in water by walking is difficult terrain. Short characters may need to swim.
**Entrance** Environment: Beach, natural cave, tunnel
**First room, Combat** Environment: Natural cave, water, rocks, tunnel 3 x Beast, Crab (Challenge 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Second room, Combat** Environment: Natural cave, water, rocks, two tunnels 2 x Beast, Crab (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Third room** Environment: Natural cave, water, tunnel
**Fourth room, Combat** Environment: Natural cave, water, dead end 3 x Beast, Crab (Challenge 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Fifth room, Combat** Environment: Natural cave, water, tunnel 6 x Beast, Crab (Challenge 1/2, 100 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Sixth room** Environment: Natural cave, water, rocks, tunnel
**Seventh room, Combat** Environment: Natural cave, water, dead end 1 x Beast, Crab (Challenge 4, 1100 XP) = 1100 XP Challenge rating: 1100 x 1 = 1100
**Total XP:** 6 x Beast (Challenge 1/2, 100 XP) = 600 XP 6 x Beast (Challenge 1, 200 XP) = 1200 XP 2 x Beast (Challenge 2, 450 XP) = 900 XP 1 x Beast (Challenge 5, 1100 XP) = 1100 XP = 3800 XP \page ## 4.2 Dungeons for level 6 These dungeons are scaled for two level 6 characters. ### Seahorse Outpost, Pirates (Level 6) **First room, Combat** Environment: Guard outpost, four beds 2 x Humanoid, Pirate, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350 **Friendly NPCs:** 1 x Humanoid, Guard, Melee (Challenge: 1, 200 XP)
Combat begins as an ambush. Characters are surprised.
**Second room, Combat** Environment: Guard outpost, hallway, four doors 3 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) 1 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Third room** Environment: Guard outpost, four beds
**Fourth room, Combat** Environment: Guard outpost, grain sacks 1 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) 1 x Humanoid, Pirate, Melee (Challenge: 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Fifth room** Environment: Guard outpost, three barrels of ale
**Sixth room, Combat** Environment: Guard outpost, hallway, three doors 3 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) 1 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Seventh room** Environment: Guard outpost, kitchen, oven, table, vegetables
**Eighth room, Combat** Environment: Guard outpost, dining room, two tables, eight chairs 1 x Humanoid, Pirate, Melee (Challenge 2, 450 XP) 1 x Humanoid, Pirate, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Ninth room, Combat** Environment: Guard outpost, hallway, table, chair, door that leads out of dungeon 1 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) 1 x Humanoid, Pirate, Melee (Challenge: 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Total XP:** 10 x Humanoid (Challenge 1, 200 XP) = 2000 XP 4 x Humanoid (Challenge 2, 450 XP) = 1800 XP 2 x Humanoid (Challenge 3, 700 XP) = 1400 XP = 5200 XP \page ### Pirate cove on Seahorse Island (Level 6)
**Entrance** Environment: Beach, natural cave, tunnel
**First room** Environment: Natural cave, rocks, tunnel
**Second room, Combat** Environment: Natural cave, water, pier, door 1 x Humanoid, Pirate, Melee (Challenge 2, 450 XP) 1 x Humanoid, Pirate, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Third room** Environment: Warehouse, shelf, two empty barrels, door **Items:** 2 x Potion of Healing
**Fourth room, Combat** Environment: Natural cave, water, pier, door 2 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) 2 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Fifth room, Trap** Environment: Warehouse, logs, two doors
Roll Perception (Wisdom, passive) check, DC 13. If check fails characters do not spot the trap. When character opens the door to sixth room to a trap launches and large log falls down causing 6d6 bludgeoning damage. If characters have spotted the trap they can try to disable it. Roll Investigation (Intelligence) check, DC 15. If check fails the trap launches and large log falls down causing 6d6 bludgeoning damage.
**Sixth room, Combat and Trap** Environment: Warehouse, cannonballs, powder keg 1 x Humanoid, Pirate, Ranged (Challenge 3, 700 XP) 1 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
Characters or NPCs may explode the powder keg. Explosion causes 6d8 fire damage on 15 feet radius.
**Seventh room** Environment: Natural cave, water, suspension bridge, tunnel
**Eighth room, Combat** Environment: Natural cave, water, pier, tunnel 1 x Humanoid, Pirate, Melee (Challenge 2, 450 XP) 1 x Humanoid, Pirate, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Ninth room, Combat** Environment: Natural cave, water, suspension bridge, tunnel 2 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) 2 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Tenth room, Combat** Environment: Natural cave, water, waterfall, rocks, suspension bridge, door 1 x Humanoid, Pirate, Ranged (Challenge 3, 700 XP) 1 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Eleventh room** Environment: Warehouse, three barrels of water, shelf, door **Items:** 2 x Potion of Healing
**Twelveth room, Combat** Environment: Warehouse, chest 1 x Humanoid, Pirate, Ranged (Challenge 5, 1800 XP) = 1800 XP Challenge rating: 1800 x 1 = 1800 **Items:** 3 x Medium sized fresh water pearl (10 gp each) 7 x Medium sized turquoise (10 gp each) 2d100 x Gold coin (2-200 gp)
**Total XP:** 10 x Humanoid (Challenge 1, 200 XP) = 2000 XP 4 x Humanoid (Challenge 2, 450 XP) = 1800 XP 2 x Humanoid (Challenge 3, 700 XP) = 1400 XP 1 x Humanoid (Challenge 5, 1800 XP) = 1800 XP = 7000 XP \page ### Invaded Warehouse, Pirates (Level 6) Warehouse has two floors. First floor: Rooms 1-6 Second floor: Rooms 7-12
**Entrance** Environment: Beach, warehouse, wide pair of doors
**First room, Combat** Environment: Warehouse, hallway, five doors 1 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) 1 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Second room, Combat** Environment: Warehouse, grain sacks 2 x Humanoid, Pirate, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Third room** Environment: Warehouse, grain sacks, shelf, window **Items:** 4 x Potion of Healing
Edge of the window is located at height of 1 meters. (3,3 feet)
**Fourth room, Combat** Environment: Warehouse, grain sacks 4 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Fifth room, Combat** Environment: Warehouse, grain sacks 1 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) 1 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Sixth room** Environment: Warehouse, stairs up
**Seventh room** Environment: Warehouse, stairs down, door
**Eighth room, Combat** Environment: Warehouse, hallway, four doors 2 x Humanoid, Pirate, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Ninth room, Combat** Environment: Warehouse, grain sacks 4 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Tenth room** Environment: Warehouse, grain sacks, window
Edge of the window is located at height of 4 meters. (13,2 feet)
**Eleventh room, Combat** Environment: Warehouse, grain sacks 1 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) 1 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Twelveth room, Combat** Environment: Warehouse, table, chair, chest 2 x Humanoid, Pirate, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350 **Items:** 4 x Medium sized fresh water pearl (10 gp each) 1 x Medium sized turquoise (10 gp each) 1d100 x Gold coin (1-100 gp)
**Total XP:** 11 x Humanoid (Challenge 1, 200 XP) = 2200 XP 6 x Humanoid (Challenge 2, 450 XP) = 2700 XP 3 x Humanoid (Challenge 3, 700 XP) = 2100 XP = 7000 XP \page ### Seahorse Outpost, Goblins (Level 6) **Entrance** Environment: Jungle, abandoned outpost, door
**First room, Combat** Environment: Abandoned outpost, hallway, table, chair, door 1 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Melee (Challenge: 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Second room, Combat** Environment: Abandoned outpost, hallway, three doors 3 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 1 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Third room** Environment: Abandoned outpost, kitchen, oven, table
**Fourth room, Combat** Environment: Abandoned outpost, dining room, two tables, eight chairs 1 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) 1 x Humanoid, Goblin, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Fifth room, Combat** Environment: Abandoned outpost, hallway, four doors 3 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 1 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Sixth room** Environment: Abandoned outpost, four beds
**Seventh room, Combat** Environment: Abandoned outpost, storage room, empty grain sacks 1 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Melee (Challenge: 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Eighth room** Environment: Abandoned outpost, storage room, three empty barrels
**Ninth room, Combat** Environment: Abandoned outpost, four beds 2 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Total XP:** 10 x Humanoid (Challenge 1, 200 XP) = 2000 XP 4 x Humanoid (Challenge 2, 450 XP) = 1800 XP 2 x Humanoid (Challenge 3, 700 XP) = 1400 XP = 5200 XP \page ### Cave in Seahorse Island (Level 6)
**Entrance** Environment: Jungle, natural cave, plants, tunnel
**First room, Combat and Trap** Environment: Natural cave, cliff, rocks, tunnel 2 x Humanoid, Goblin, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
Monsters from top of the cliff have rolled a large rock towards characters. Roll Acrobatics (Dexterity) check for each character, DC 15. If check fails character takes 6d6 bludgeoning damage.
**Second room** Environment: Natural cave, plants, tunnel
**Third room, Combat** Environment: Natural cave, rocks, two tunnels 1 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Fourth room, Combat** Environment: Natural cave, plants, tunnel 2 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 2 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Fifth room** Environment: Natural cave, rocks, tunnel that leads out of dungeon
**Sixth room, Combat** Environment: Natural cave, plants, tunnel 1 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) 1 x Humanoid, Goblin, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Seventh room, Combat** Environment: Natural cave, large rock, rocks, tunnel 1 x Humanoid, Goblin, Ranged (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Eighth room** Environment: Natural cave, plants, hanging plants, narrow tunnel
In middle of room is full room wide, 5 feet deep pitfall. There are rocks at bottom of pitfall. Roll Athletics (Strength) check, DC 10 if characters want to jump over it. If check fails character drops down to bottom of the pitfall taking 1d6 bludgeoning damage.
Characters can use hanging plants as rope to get over the pitfall.
**Ninth room, Combat** Environment: Natural cave, rocks, pitfall, tunnel 3 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 1 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Tenth room** Environment: Natural cave, plants, hanging plants, tunnel
**Eleventh room, Combat** Environment: Natural cave, cliff, plants, hanging plants, dead end 1 x Humanoid, Goblin, Melee (Challenge 5, 1800 XP) = 1800 XP Challenge rating: 1800 x 1 = 1800
Goblin attacks from top of the cliff using hanging plant as aid. It has advantage on that attack.
**Total XP:** 10 x Humanoid (Challenge 1, 200 XP) = 2000 XP 4 x Humanoid (Challenge 2, 450 XP) = 1800 XP 2 x Humanoid (Challenge 3, 700 XP) = 1400 XP 1 x Humanoid (Challenge 5, 1800 XP) = 1800 XP = 7000 XP \page ### Invaded Warehouse, Goblins (Level 6) Warehouse has two floors. First floor: Rooms 1-6 Second floor: Rooms 7-12
**Entrance** Environment: Beach, warehouse, wide pair of doors
**First room, Combat** Environment: Warehouse, hallway, five doors 1 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Second room, Combat** Environment: Warehouse, grain sacks 2 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Third room** Environment: Warehouse, grain sacks, shelf, window **Items:** 4 x Potion of Healing
Edge of the window is located at height of 1 meters. (3,3 feet)
**Fourth room, Combat** Environment: Warehouse, grain sacks 4 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Fifth room, Combat** Environment: Warehouse, grain sacks 1 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Sixth room** Environment: Warehouse, stairs up
**Seventh room** Environment: Warehouse, stairs down, door
**Eighth room, Combat** Environment: Warehouse, hallway, four doors 2 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Ninth room, Combat** Environment: Warehouse, grain sacks 4 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Tenth room** Environment: Warehouse, grain sacks, window
Edge of the window is located at height of 4 meters. (13,2 feet)
**Eleventh room, Combat** Environment: Warehouse, grain sacks 1 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Twelveth room, Combat** Environment: Warehouse, table, chair 2 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Total XP:** 11 x Humanoid (Challenge 1, 200 XP) = 2200 XP 6 x Humanoid (Challenge 2, 450 XP) = 2700 XP 3 x Humanoid (Challenge 3, 700 XP) = 2100 XP = 7000 XP \page ### Seahorse Outpost, Guards (Level 6) **Entrance** Environment: Jungle, guard outpost, door
**First room, Combat** Environment: Guard outpost, hallway, table, chair, door 1 x Humanoid, Guard, Melee (Challenge 3, 700 XP) 1 x Humanoid, Guard, Melee (Challenge: 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Second room, Combat** Environment: Guard outpost, hallway, three doors 3 x Humanoid, Guard, Melee (Challenge 1, 200 XP) 1 x Humanoid, Guard, Ranged (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Third room** Environment: Guard outpost, kitchen, oven, table, vegetables
**Fourth room, Combat** Environment: Guard outpost, dining room, two tables, eight chairs 1 x Humanoid, Guard, Melee (Challenge 2, 450 XP) 1 x Humanoid, Guard, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Fifth room, Combat** Environment: Guard outpost, hallway, four doors 3 x Humanoid, Guard, Melee (Challenge 1, 200 XP) 1 x Humanoid, Guard, Ranged (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Sixth room** Environment: Guard outpost, four beds
**Seventh room, Combat** Environment: Guard outpost, storage room, grain sacks 1 x Humanoid, Guard, Melee (Challenge 3, 700 XP) 1 x Humanoid, Guard, Melee (Challenge: 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Eighth room** Environment: Guard outpost, storage room, three barrels of ale
**Ninth room, Combat** Environment: Guard outpost, four beds, chest 2 x Humanoid, Guard, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350 **Items:** 1d100 x Gold coin (1-100 gp)
**Total XP:** 10 x Humanoid (Challenge 1, 200 XP) = 2000 XP 4 x Humanoid (Challenge 2, 450 XP) = 1800 XP 2 x Humanoid (Challenge 3, 700 XP) = 1400 XP = 5200 XP \page ### Jail (Level 6) **Entrance** Environment: Beach, prison, door
**First room, Combat** Environment: Prison, table, chair, bench, door 1 x Humanoid, Guard, Melee (Challenge 3, 700 XP) 1 x Humanoid, Guard, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Second room, Combat** Environment: Prison, hallway, four doors 4 x Humanoid, Guard, Melee (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Third room** Environment: Prison, torture table
**Fourth room, Combat** Environment: Prison, grain sacks, shelf 2 x Humanoid, Guard, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350 **Items:** 2 x Potion of Healing
**Fifth room, Combat** Environment: Prison, six cells 1 x Humanoid, Guard, Melee (Challenge 3, 700 XP) 1 x Humanoid, Guard, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
There are six tiny cells in this room. Each cell is divided by bars and door.
Characters meet five prisoners: Antigi (Lizardfolk, male) Bhiuz (Lizardfolk, male) Dolquzi (Lizardfolk, female) Grozit (Lizardfolk, male) Ittax (Lizardfolk, male)
**Sixth room** Environment: Prison, stairs down
**Seventh room** Environment: Prison, stairs up, door
**Eighth room, Combat** Environment: Prison, hallway, four doors 4 x Humanoid, Guard, Melee (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Ninth room, Combat** Environment: Prison, three empty barrels 2 x Humanoid, Guard, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Tenth room** Environment: Prison, three pairs of handcuffs on walls **Items:** 1 x Whip (2 gp)
**Eleventh room, Combat** Environment: Prison, table, chair, chest 2 x Humanoid, Guard, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350 **Items:** 1d100 x Gold coin (1-100gp)
**Twelveth room, Combat** Environment: Prison, six cells 1 x Humanoid, Guard, Melee (Challenge 3, 700 XP) 1 x Humanoid, Guard, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
There are six tiny cells in this room. Each cell is divided by bars and door.
Characters meet five prisoners: Carlo (Human, male) Ellen (Human, female) Faivuz (Human, male) Huhlam (Human, male) Jodrok Finger Chopper (Orc, male)
**Total XP:** 11 x Humanoid (Challenge 1, 200 XP) = 2200 XP 6 x Humanoid (Challenge 2, 450 XP) = 2700 XP 3 x Humanoid (Challenge 3, 700 XP) = 2100 XP = 7000 XP \page ### Invaded Warehouse, Guards (Level 6) Warehouse has two floors. First floor: Rooms 1-6 Second floor: Rooms 7-12
**Entrance** Environment: Beach, warehouse, wide pair of doors
**First room, Combat** Environment: Warehouse, hallway, five doors 1 x Humanoid, Guard, Melee (Challenge 3, 700 XP) 1 x Humanoid, Guard, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Second room, Combat** Environment: Warehouse, grain sacks 2 x Humanoid, Guard, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Third room** Environment: Warehouse, grain sacks, shelf, window **Items:** 4 x Potion of Healing
Edge of the window is located at height of 1 meters. (3,3 feet)
**Fourth room, Combat** Environment: Warehouse, grain sacks 4 x Humanoid, Guard, Melee (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Fifth room, Combat** Environment: Warehouse, grain sacks 1 x Humanoid, Guard, Melee (Challenge 3, 700 XP) 1 x Humanoid, Guard, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Sixth room** Environment: Warehouse, stairs up
**Seventh room** Environment: Warehouse, stairs down, door
**Eighth room, Combat** Environment: Warehouse, hallway, four doors 2 x Humanoid, Guard, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Ninth room, Combat** Environment: Warehouse, grain sacks 4 x Humanoid, Guard, Melee (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Tenth room** Environment: Warehouse, grain sacks, window
Edge of the window is located at height of 4 meters. (13,2 feet)
**Eleventh room, Combat** Environment: Warehouse, grain sacks 1 x Humanoid, Guard, Melee (Challenge 3, 700 XP) 1 x Humanoid, Guard, Melee (Challenge 1, 200 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Twelveth room, Combat** Environment: Warehouse, table, chair, chest 2 x Humanoid, Guard, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350 **Items:** 1d100 x Gold coin (1-100 gp)
**Total XP:** 11 x Humanoid (Challenge 1, 200 XP) = 2200 XP 6 x Humanoid (Challenge 2, 450 XP) = 2700 XP 3 x Humanoid (Challenge 3, 700 XP) = 2100 XP = 7000 XP \page ### Spider Cave (Level 6)
Cave has lot of spider web. Moving in ares covered by spider web is difficult terrain.
**Entrance** Environment: Jungle, plants, natural cave
**First room, Combat** Environment: Natural cave, spider webs, tunnel 2 x Beast, Spider (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
When characters arrive to the room some characters may get stuck in spider web. Each character rolls Acrobatics (Dexterity) check, DC 15. For each failed check a character is trapped inside spider web. Spider web causes restrained condition. Getting away from spider web takes one action.
**Second room** Environment: Natural cave, spider webs, animal bones, tunnel
**Third room, Combat** Environment: Natural cave, spider webs, tunnel 4 x Beast, Spider (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Fourth room** Environment: Natural cave, spider webs, human bones, tunnel
**Fifth room, Combat** Environment: Natural cave, spider webs, dead end 1 x Beast, Spider (Challenge 5, 1800 XP) = 1800 XP Challenge rating: 1800 x 1 = 1800
**Total XP:** 4 x Beast, Spider (Challenge 1, 200 XP) = 800 XP 2 x Beast, Spider (Challenge 2, 450 XP) = 900 XP 1 x Beast, Spider (Challenge 5, 1800 XP) = 1800 XP = 3500 XP \page ### Heist of Gold & Gems (Level 6) Area has two sections. Roofs and balcony: Rooms 1-3 Second floor of the store: Rooms 4-8
If characters cause too much noise they may encounter guards at any section of the dungeon.
**Possible Combat** 2 x Humanoid, Guard, Melee (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Entrance** Environment: Town, street, ladders to roof
**First room** Environment: Roof, street, narrow plank to next roof
When a character reaches middle part of the narrow plank the plank stirs. Roll Acrobatics (Dexterity) check, DC 5. If check fails, the character falls down to the street.
**Second room** Environment: Roof, street, rope to next roof
When a character reaches middle part of the rope the rope stirs. Roll Acrobatics (Dexterity) check, DC 15. If check fails, the character falls down to the street.
**Third room** Environment: Roof, street, balcony, window, door
Door of the balcony is locked. Roll Athletics (Strength) check, DC 20 if character tries to open the lock by brute force. Roll Sleight of Hand (Dexterity) check, DC 10 if character tries to pick the lock.
Window of the balcony is closed but not locked.
**Fourth room** Environment: Warehouse, hallway, four doors
All doors of the hallway are locked. Roll Athletics (Strength) check, DC 20 if character tries to open the lock by brute force. Roll Sleight of Hand (Dexterity) check, DC 10 if character tries to pick the lock.
**Fifth room** Environment: Warehouse, five wooden boxes, shelf, window
Three of the boxes are empty. One contains potions and one contains copper jewelry.
**Items:** 2 x Potion of Healing 1 x Box full of cheap copper jewelry (50 gp)
**Sixth room** Environment: Warehouse, two beds, two cupboards, window
**Seventh room** Environment: Warehouse, stairs down, door
Door to fourth room glows blue light and is magically locked. Characters are not able to open the door.
**Eighth room** Environment: Warehouse, table, chair, chest, window
Chest is locked. Roll Athletics (Strength) check, DC 20 if character tries to open the lock by brute force. Roll Sleight of Hand (Dexterity) check, DC 20 if character tries to pick the lock.
**Items:** 50 + 1d100 x Gold coin (51-150 gp) \page ### Skull Castle (Level 6) Castle has three sections. Yard: Rooms 1 First floor: Rooms 2-7 Second floor: Rooms 8-14
**Entrance** Environment: Beach, cliffs, walls, gate
Gate is skull shaped.
**First room, Combat** Environment: Walls, yard, trees, pathway, door in to dungeon 2 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 2 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Second room, Trap** Environment: Castle, hallway, columns, two doors
Roll Perception (Wisdom, passive) check, DC 13. If check fails characters do not spot the pressure plate at hallway. The pressure plate is whole hallway wide. If character steps on it a spears hit from floor causing 6d6 piercing damage.
**Third room, Combat** Environment: Castle, peasants' room, eight bunkbeds, door 1 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) 1 x Humanoid, Goblin, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Fourth room** Environment: Castle, kitchen, large oven, cupboards **Items:** 4 x Potion of Healing
**Fifth room, Combat and Trap** Environment: Castle, dining room, long table, twelve chairs, door 2 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 2 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
When characters enter the room a falling net trap triggers. Each charatcer rolls Acrobatics (Dexterity) check, DC 15. For each failed check a character is trapped inside net. Net causes restrained condition.
**Sixth room, Combat** Environment: Castle, hallway, door 1 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) 1 x Humanoid, Goblin, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Seventh room, Trap** Environment: Castle, stairs up, short hallway, door
Roll Perception (Wisdom, passive) check, DC 13. If check fails characters do not spot the pressure plate on one of the stairsteps. If character steps on it an arrow trap launches causing 6d6 piercing damage.
**Eighth room** Environment: Castle, columns, orc statue, three doors
Statue has name "Grobzud The Gargantuan" carved on it in orcish.
**Ninth room, Combat** Environment: Castle, large bed 2 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 2 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
**Tenth room, Combat** Environment: Castle, table, chair, bookshelf, map on wall 1 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) 1 x Humanoid, Goblin, Ranged (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Eleventh room, Trap** Environment: Castle, fountain, plants in pots, door
When characters arrive to the room a trap is triggered causing a large piece of marble to drop from top of the door. Roll Acrobatics (Dexterity) check, DC 15 to avoid damage. If character fails the check they take 6d6 bludgeoning damage.
**Twelveth room** Environment: Castle, throne, columns, two doors
**Thirteenth room, Combat** Environment: Castle, balcony 1 x Humanoid, Goblin, Melee (Challenge 5, 1800 XP) = 1800 XP Challenge rating: 1800 x 1 = 1800
**Fourteenth room** Environment: Castle, bookshelf, chest **Items:** 1d100 x Gold coin (1-100 gp)
**Total XP:** 12 x Humanoid (Challenge 1, 200 XP) = 2400 XP 6 x Humanoid (Challenge 2, 450 XP) = 2700 XP 1 x Humanoid (Challenge 5, 1800 XP) = 1800 XP = 6900 XP \page ## 4.3 Dungeons for level 7 These dungeons are scaled for two level 7 characters. ### Pirate cove on Palm Isles (Level 7) **Entrance** Environment: Beach, cliffs, tunnel
**First room** Environment: Natural cave, sand, tunnel
**Second room, Combat** Environment: Natural cave, sand, rocks 1 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) 1 x Humanoid, Pirate, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Third room** Environment: Natural cave, water, pier, door
**Fourth room, Combat and Trap** Environment: Warehouse, three barrels of water, shelf, door 3 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) 2 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000 **Items:** 4 x Potion of Healing
When character opens the door to fourth room to an arrow trap launches causing 7d6 piercing damage.
**Fifth room** Environment: Natural dungeon, water, pier, door
**Sixth room, Combat and Trap** Environment: Warehouse, cannon, cannonballs, keg of powder, two doors 1 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) 1 x Humanoid, Pirate, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
Characters or NPCs may explode the powder keg. Explosion causes 7d8 fire damage on 15 feet radius.
**Seventh room** Environment: Natural dungeon, water, pier, cart, end of pier
**Eighth room, Combat** Environment: Natural dungeon, water, pier, door 2 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) 3 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Ninth room, Combat** Environment: Warehouse, two barrels of water, chest 1 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) 1 x Humanoid, Pirate, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100 **Items:** 5 x Medium sized fresh water pearl (10 gp each) 1d100 x Gold coin (1-100 gp)
**Total XP:** 10 x Humanoid (Challenge 1, 200 XP) = 2000 XP 6 x Humanoid (Challenge 3, 700 XP) = 4200 XP = 6200 XP \page ### Pirate cove on Piranha Isles (Level 7) **Entrance** Environment: Beach, cliffs, tunnel
**First room** Environment: Natural cave, water, suspension bridge, tunnel
**Second room, Combat** Environment: Natural cave, rocks, tunnel 3 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) 2 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Third room, Combat** Environment: Natural cave, water, suspension bridge, door 1 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) 1 x Humanoid, Pirate, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Fourth room** Environment: Warehouse, three barrels of water, shelf, door **Items:** 2 x Potion of Healing
**Fifth room, Combat** Environment: Natural cave, water, pier, two doors 2 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) 3 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Sixth room, Combat and Trap** Environment: Warehouse, cannon, cannonballs, keg of powder 2 x Humanoid, Pirate, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
Characters or NPCs may explode the powder keg. Explosion causes 7d8 fire damage on 15 feet radius.
**Seventh room** Environment: Kitchen, gutted fish, vegetables, large table, door
Characters hear loud singing coming from next door.
**Eighth room, Combat** Environment: Tavern, barcounter, tables, chairs, two doors 3 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) 2 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
Encounter begins as an ambush. Enemies are surprised.
**Ninth room, Combat** Environment: Warehouse, barrel of rum, three barrels of ale, chest 2 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100 **Items:** 5 x Medium sized turquoise (10 gp each) 1d100 x Gold coin (1-100 gp)
**Tenth room** Environment: Natural cave, water, end of pier
**Total XP:** 15 x Humanoid (Challenge 1, 200 XP) = 3000 XP 6 x Humanoid (Challenge 3, 700 XP) = 4200 XP = 7200 XP \page ### Cave on Turtle Island (Level 7) **Entrance** Environment: Jungle, natural cave, tunnel
**First room** Environment: Natural cave, plants, tunnel
**Second room, Combat** Environment: Natural cave, rocks, tunnel 1 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Third room, Combat** Environment: Natural cave, plants, tunnel 3 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 2 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
Two goblins are hiding among plants with big leaves. Roll Perception (Wisdom, passive) check, DC 13. If check fails characters do not spot the enemies and combat begins as an ambush.
**Fourth room** Environment: Natural cave, rocks, tunnel
**Fifth room, Combat** Environment: Natural cave, plants, two tunnels 2 x Humanoid, Goblin, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Sixth room, Combat** Environment: Natural cave, rocks, dead end 2 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 3 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Seventh room** Environment: Natural cave, plants, tunnel
**Eighth room, Combat** Environment: Natural cave, rocks, dead end 2 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Total XP:** 10 x Humanoid (Challenge 1, 200 XP) = 2000 XP 6 x Humanoid (Challenge 3, 700 XP) = 4200 XP = 6200 XP \page ### Cave on Piranha Isles (Level 7) Entire cave is filled with water. Surface of the water is at 1 meter. (3,3 feet) Moving in water by walking is difficult terrain. Short characters may need to swim.
**Entrance** Environment: Sea, cliffs, tunnel
**First room** Environment: Natural cave, water, tunnel
**Second room, Combat** Environment: Natural cave, water, rocks, tunnel 3 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 2 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Third room, Combat** Environment: Natural cave, water, tunnel 1 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) 1 x Humanoid, Goblin, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Fourth room** Environment: Natural cave, water, large rock, fish bones, tunnel
**Fifth room, Combat** Environment: Natural cave, water, two tunnels 2 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 3 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Sixth room, Combat and Trap** Environment: Natural cave, water, rocks, tunnel 2 x Humanoid, Goblin, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
Roll Perception (Wisdom, passive) check, DC 13. If check fails characters do not spot the trap. When characters are approaching seventh room to a sharp edge of a underwater rock cuts a wound to leg of one of the characters causing 6d6 piercing damage and prone status.
**Seventh room** Environment: Natural cave, water, tunnel
**Eighth room, Combat** Environment: Natural cave, water, rocks, two tunnels 3 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 2 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Ninth room, Combat** Environment: Natural cave, water, dead end 2 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Tenth room** Environment: Natural cave, water, rocks, dead end
**Total XP:** 15 x Humanoid (Challenge 1, 200 XP) = 3000 XP 6 x Humanoid (Challenge 3, 700 XP) = 4200 XP = 7200 XP \page ### Guard outpost on Palm Isles (Level 7) Guard outpost has two sections. Yard and tower: Rooms 1-3 Guard outpost: Rooms 4-12
**Entrance** Environment: Beach, tower, guard outpost
Tower is made from stone and is two floors high. Guard outpost is made from stone and one floor high.
**First room, Combat** Environment: Beach, tower, door to tower 2 x Humanoid, Guard, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
Two guards are at top of the tower. (Room 3)
**Second room, Combat** Environment: Bottom of the tower, ladders up 5 x Humanoid, Guard, Melee (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Third room** Environment: Top of the tower, ladders down
**Fourth room** Environment: Beach, guard outpost, door to guard outpost
**Fifth room, Combat** Environment: Guard outpost, hallway, four doors 1 x Humanoid, Guard, Melee (Challenge 3, 700 XP) 1 x Humanoid, Guard, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Sixth room, Combat** Environment: Guard outpost, four beds 3 x Humanoid, Guard, Melee (Challenge 1, 200 XP) 2 x Humanoid, Guard, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Seventh room** Environment: Guard outpost, four beds
**Eighth room, Combat** Environment: Guard outpost, storage room, three barrels of ale, chest 1 x Humanoid, Guard, Melee (Challenge 3, 700 XP) 1 x Humanoid, Guard, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100 **Items:** 1d100 x Gold coin (1-100 gp)
**Total XP:** 10 x Humanoid (Challenge 1, 200 XP) = 2000 XP 6 x Humanoid (Challenge 3, 700 XP) = 4200 XP = 6200 XP \page ### Guard outpost on Turtle Island (Level 7) Guard outpost has two sections. Yard: Rooms 1-2 Guard outpost: Rooms 3-7 Tower: Rooms 8-10
**Entrance** Environment: Beach, walls, gate
Walls are made from stone and are one floor high.
**First room** Environment: Beach, walls, gate 2 x Humanoid, Guard, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Second room, Combat** Environment: Beach, Guard outpost, door 5 x Humanoid, Pirate, Ranged (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Third room** Environment: Guard outpost, hallway, four doors
**Fourth room, Combat** Environment: Guard outpost, three barrels of water, shelf 2 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100 **Items:** 2 x Potion of Healing
**Fifth room, Combat** Environment: Guard outpost, dining room, two tables, eight chairs 5 x Humanoid, Pirate, Melee (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
**Sixth room** Environment: Guard outpost, four beds
**Seventh room** Environment: Guard outpost, kitchen, oven, table, vegetables
**Eighth room, Trap** Environment: Tower, stairs up
When characters are going up the stairs a barrel is rolled down from top of the stairs. Roll Acrobatics (Dexterity) check, DC 15 to avoid damage. Each character who fails the check takes 7d6 bludgeoning damage.
**Ninth room, Combat** Environment: Tower, stairs down, door
**Tenth room** Environment: Tower, table, chair, chest, window 2 x Humanoid, Pirate, Melee (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100 **Items:** 1d100 x Gold coin (1-100 gp)
Edge of the window is located at height of 4 meters. (13,2 feet)
**Total XP:** 15 x Humanoid (Challenge 1, 200 XP) = 3000 XP 6 x Humanoid (Challenge 3, 700 XP) = 4200 XP = 7200 XP \page ## 4.4 Dungeons for level 8 These dungeons are scaled for two level 8 characters. ### Pirate Council (Level 8) **Entrance** Environment: Town, street, park, administration building
**First room, Combat** Environment: Administration building, hallway, six columns, two doors 2 x Humanoid, Pirate, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Second room** Environment: Administration building, pirate statue, two benches, door
**Third room, Combat** Environment: Administration building, large round table, ten chairs, map on the wall, door 2 x Humanoid, Pirate, Melee (Challenge 2, 450 XP) 1 x Humanoid, Pirate, Ranged (Challenge 2, 450 XP) = 1350 XP Challenge rating: 1350 x 2 = 2700
During this combat the door to fourth room is kicked open by a pirate.
**Fourth room, Combat** Environment: Administration building, bookshelf, table, chair, chest 1 x Humanoid, Pirate, Ranged (Challenge 7, 2900 XP) = 2900 XP Challenge rating: 2900 x 1 = 2900 **Items:** 7 x Medium sized fresh water pearl (10 gp each) 3 x Medium sized turquoise (10 gp each) 2d100 x Gold coin (2-200 gp)
**Total XP:** 3 x Humanoid (Challenge 2, 450 XP) = 1350 XP 2 x Humanoid (Challenge 3, 700 XP) = 1400 XP 1 x Humanoid (Challenge 7, 2900 XP) = 2900 XP = 5650 XP \page ### Cave in Lava Skerry (Level 8) **Entrance** Environment: Mountain, cliffs, tunnel
**First room, Combat** Environment: Natural cave, rocks, tunnel 2 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) 1 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) = 1350 XP Challenge rating: 1350 x 2 = 2700
**Second room, Combat** Environment: Natural cave, large rock, three tunnels 4 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 2 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 1200 XP Challenge rating: 1200 x 2 = 2400
**Third room** Environment: Natural cave, tunnel
**Fourth room, Combat** Environment: Natural cave, rocks, tunnel 2 x Humanoid, Goblin, Melee (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Fifth room, Combat** Environment: Natural cave, rocks, tunnel 1 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) 2 x Humanoid, Goblin, Ranged (Challenge 2, 450 XP) = 1350 XP Challenge rating: 1350 x 2 = 2700
**Sixth room** Environment: Natural cave, small pool of lava, dead end
**Seventh room, Combat** Environment: Natural cave, rocks, tunnel 2 x Humanoid, Goblin, Melee (Challenge 1, 200 XP) 4 x Humanoid, Goblin, Ranged (Challenge 1, 200 XP) = 1200 XP Challenge rating: 1200 x 2 = 2400
**Eighth room, Combat** Environment: Natural cave, rocks, tunnel 2 x Humanoid, Goblin, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Ninth room** Environment: Natural cave, pool of lava, lavafall, dead end
**Tenth room, Combat** Environment: Natural cave, rocks, tunnel 1 x Humanoid, Goblin, Melee (Challenge 2, 450 XP) 2 x Humanoid, Goblin, Ranged (Challenge 2, 450 XP) = 1350 XP Challenge rating: 1350 x 2 = 2700
**Eleventh room** Environment: Natural cave, tunnel
**Twelveth room, Trap** Environment: Natural cave, large pool of lava, narrow stone bridge, tunnel
There is large pool of lava in the room. Characters can reach other side of the room by walking over narrow stone bridge.
When first character reaches middle part of the narrow stone bridge a small part of the rock shatters. Roll Acrobatics (Dexterity) check, DC 10. If check fails, the character falls into the pool of lava.
**Thirteenth room** Environment: Natural cave, rocks, stream of lava, tunnel
**Fourteenth room, Combat** Environment: Natural cave, pool of lava, rocks, dead end 1 x Giant (Challenge 7, 2900 XP) = 2900 XP Challenge rating: 2900 x 1 = 2900
The giant fights by using melee attacks and throwing large pieces of rocks towards characters.
**Total XP:** 12 x Humanoid (Challenge 1, 200 XP) = 2400 XP 9 x Humanoid (Challenge 2, 450 XP) = 4050 XP 4 x Humanoid (Challenge 3, 700 XP) = 2800 XP 1 x Giant (Challenge 7, 2900 XP) = 2900 XP = 12150 XP \page ### Townhall (Level 8) **Entrance** Environment: Town, street, park, administration building
**First room, Combat** Environment: Administration building, hallway, six columns, door 2 x Humanoid, Guard, Ranged (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Second room** Environment: Administration building, guard statue, two benches, door
**Third room, Combat** Environment: Administration building, large round table, ten chairs, map on the wall, door 2 x Humanoid, Guard, Melee (Challenge 2, 450 XP) 1 x Humanoid, Guard, Ranged (Challenge 2, 450 XP) = 1350 XP Challenge rating: 1350 x 2 = 2700
During this combat the door to fourth room is kicked open by a guard.
**Fourth room, Combat** Environment: Administration building, bookshelf, table, chair, chest 1 x Humanoid, Guard, Ranged (Challenge 7, 2900 XP) = 2900 XP Challenge rating: 2900 x 1 = 2900 **Items:** 2d100 x Gold coin (2-200 gp)
**Total XP:** 3 x Humanoid (Challenge 2, 450 XP) = 1350 XP 2 x Humanoid (Challenge 3, 700 XP) = 1400 XP 1 x Humanoid (Challenge 7, 2900 XP) = 2900 XP = 5650 XP \page ## 5 MONSTERS - Pirates are equipped with cutlass and pistol. - Goblins are equipped with shortsword and shortbow. - Guards are equipped spadroon and pistol. - Most common beasts on beaches are crabs, frogs and crocodiles. - Most common beasts in jungles are lizards, dinosaurs and snakes. - Most common beasts in water are piranhas, sharks and octopuses. ## 5.1 Wandering monsters, Two characters When characters are travelling around Goldfish Archipelago they may encounter wandering monsters.
Encounters are scaled for two characters. ### Combat encounters, Level 5 Recommended challenge rating for two level 5 characters is 1000-1500. (From medium to hard)
**One enemy:** 1 x (Challenge 4, 1100 XP) = 1100 XP Challenge rating: 1100 x 1 = 1100
**Two enemies:** 2 x (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Three enemies:** 3 x (Challenge 1, 200 XP) = 600 XP Challenge rating: 600 x 2 = 1200
**Six enemies:** 6 x (Challenge 1/2, 100 XP) = 600 XP Challenge rating: 600 x 2 = 1200 ### Combat encounters, Level 6 Recommended challenge rating for two level 6 characters is 1200-1800. (From medium to hard)
**One enemy:** 1 x (Challenge 5, 1800 XP) = 1800 XP Challenge rating: 1800 x 1 = 1800
**Two enemies:** 2 x (Challenge 2, 450 XP) = 900 XP Challenge rating: 900 x 1,5 = 1350
**Four enemies:** 4 x (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
``` ``` ### Combat encounters, Level 7 Recommended challenge rating for two level 7 characters is 1500-2200. (From medium to hard)
**One enemy:** 1 x (Challenge 6, 2300 XP) = 2300 XP Challenge rating: 2300 x 1 = 2300
**Two enemies:** 2 x (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Five enemies:** 5 x (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000 ### Combat encounters, Level 8 Recommended challenge rating for two level 8 characters is 1800-2800. (From medium to hard)
**One enemy:** 1 x (Challenge 7, 2900 XP) = 2900 XP Challenge rating: 2900 x 1 = 2900
**Two enemies:** 2 x (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Three enemies:** 3 x (Challenge 2, 450 XP) = 1350 XP Challenge rating: 1350 x 2 = 2700
**Six enemies:** 6 x (Challenge 1, 200 XP) = 1200 XP Challenge rating: 1200 x 2 = 2400 \page ## 5.2 Wandering monsters, Three characters When characters are travelling around Goldfish Archipelago they may encounter wandering monsters.
Encounters are scaled for three characters. ### Combat encounters, Level 5 Recommended challenge rating for three level 5 characters is 1500-2250. (From medium to hard)
**One enemy:** 1 x (Challenge 5, 1800 XP) = 1800 XP Challenge rating: 1800 x 1 = 1800
**Two enemies:** 2 x (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Four enemies:** 4 x (Challenge 1, 200 XP) = 800 XP Challenge rating: 800 x 2 = 1600
### Combat encounters, Level 6 Recommended challenge rating for three level 6 characters is 1800-2700. (From medium to hard)
**One enemy:** 1 x (Challenge 6, 2300 XP) = 2300 XP Challenge rating: 2300 x 1 = 2300
**Two enemies:** 2 x (Challenge 3, 700 XP) = 1400 XP Challenge rating: 1400 x 1,5 = 2100
**Three enemies:** 3 x (Challenge 2, 450 XP) = 1350 XP Challenge rating: 1350 x 2 = 2700
**Five enemies:** 5 x (Challenge 1, 200 XP) = 1000 XP Challenge rating: 1000 x 2 = 2000
``` ``` ### Combat encounters, Level 7 Recommended challenge rating for three level 7 characters is 2250-3300. (From medium to hard)
**One enemy:** 1 x (Challenge 7, 2900 XP) = 2900 XP Challenge rating: 2900 x 1 = 2900
**Two enemies:** 2 x (Challenge 4, 1100 XP) = 2200 XP Challenge rating: 2200 x 1,5 = 3300
**Three enemies:** 3 x (Challenge 2, 450 XP) = 1350 XP Challenge rating: 1350 x 2 = 2700
**Six enemies:** 6 x (Challenge 1, 200 XP) = 1200 XP Challenge rating: 1200 x 2 = 2400
### Combat encounters, Level 8 Recommended challenge rating for three level 8 characters is 2700-4200. (From medium to hard)
**One enemy:** 1 x (Challenge 8, 3900 XP) = 3900 XP Challenge rating: 3900 x 1 = 3900
**Two enemies:** 2 x (Challenge 4, 1100 XP) = 2200 XP Challenge rating: 2200 x 1,5 = 3300
**Three enemies:** 3 x (Challenge 3, 700 XP) = 2100 XP Challenge rating: 2100 x 2 = 4200
**Four enemies:** 4 x (Challenge 2, 450 XP) = 1800 XP Challenge rating: 1800 x 2 = 3600 \page ## 6 IMPROVISATION These tables help dungeon master to improvise things. ## 6.1 Improvised dungeons These tables help dungeon master to improvise dungeons. ### Dungeon type - Natural cave with plants - Natural cave with water - Mine - Prison - House - Warehouse - Castle - Crypt - Temple - Pirate cove - Guard outpost ### Dungeon names - Dungeon of the Golden Paladin (Manmande dungeon) - Maze of the Shadow Guardian (Manmade dungeon) - Lair of the Mythic Oracle (Manmade dungeon) - Labyrinth of the Cruel Jungle (Manmade dungeon) - Cells of the Haunted Mountain (Manmade dungeon) - Caverns of the Marshlands (Natural dungeon) - The Emerald Caverns (Natural dungeon) - The Full Moon Lair (Natural dungeon) - The Ironbark Caverns (Natural dungeon) - The Deepest Dungeon (Natural dungeon) ### Ways to trigger trap - A character steps on pressure plate - A character steps on weak surface (Suspension bridge, collapsing floor) - A character opens door - A character tries pick a lock - A character touches artifact ### Trap effects - A spear hits from wall causing damage. - Rope launches an arrow trap causing damage. (Crossbow) - Character falls down (Trapdoor) - Character falls down (Slope surface) - Character falls down (Pitfall) - Large boulder begins to roll - may crush characters. - Walls of the room start to move - may crush characters. - Room begins to fill with water. - Falling net - characters are trapped inside. - Roof collapses causing damage. - Poison needle (Melee or ranged) - Statue spits fire. - Quicksand - characters may drown. ### Obstacles - Cliff (Climb) - Cliff with vines (Climb) - Water (Wade, dive) - Branches (Clear the path) - Door (Locked) - Portcullis (Find lever) - Secret door ## 6.2 NPC Names **Human, male:** Alexei, Bagran, Blem, Bozo, Chiu, Colten, Dandis, Devu, Dorvel, Egan, Gindat, Glof, Heren, Jared, Kamron, Loris, Luckan, Megrom, Mobrin, Neivin, Nibel, Onfroi, Rasher, Sanford, Thioh, Tradrur, Vallis, Voo
**Human, female:** Bethany, Briona, Carole, Cherise, Cheyanne, Derre, Finnja, Gunda, Isolda, Javina, Kea, Lorraine, Melena, Michaela, Nehri, Nia, Noemie, Renate, Rita, Rosemarie, Solaina, Varinka, Yamina, Zenobia
**Lizardfolk, male:** Accatzo, Altoxl, Bhugisz, Chakokku, Drixl, Droshk, Grikzot, Guxuk, Jisk, Joushk, Kimaz, Kishk, Koasz, Krok, Qrosz, Rhauz, Thok, Utha, Utzix, Yoxlax
**Lizardfolk, female:** Ajershesk, Akzere, Anzoruss, Bikni, Bitatlez, Chayedis, Crekzask, Elqah, Hex, Kross, Okkuqis, Qirsaess, Shisk, Sih, Shrox, Srez, Sricix, Thuss
**Orc, male:** Borug, Bugrash, Darfu, Dhog, Dhun, Dubok, Dudagog, Gonull, Gorku, Gudhagh, Jarlul, Lall, Lokk, Mol, Omaghed, Shakrok, Shamob, Tandagh, Zilug, Zabub
**Orc, female:** Balze, Bhuh, Bula, Dura, Ghak, Gulfim, Homraz, Keedgun, Kualli, Madgo, Nargol, Oghash, Rhiz, Rogbut, Sek, Shadbak, Shaunsum, Vomong, Zogzi